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About Walter's ammo production


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We also want to rebalance ammo production since it may be a bit too high at the moment.  The plan is to lower the bonuses from Production Pro skills, and raise the base values a bit to compensate for this change.  We're also going to look at having different values depending on the type of ammo.

Coming from: https://forums.kleientertainment.com/forums/topic/160979-game-update-643115/

I think 30 would be the magical number.

Why 30?

  1. It would still keep production of lower end ammo more expensive than melee, but not as OP as the 40 we get now, and not as meh as 20 or useless as it was with 10.
  2. It would be easier to avoid miss calculation when producing ammo and save inventory space, to always have the basic 60 max stack
  3. It would keep magic pellets with a decent cost, other than reserving the gems for normal magic items. The most prominent example is the ice staff vs freeze pellets: a normal ice staff gives 20 uses. Even though the freeze pellets have a stronger freezing power per shot, it was still always better to just make ice staves with your gems. Now Walter is much better at freezing stuff overall. (As I think he should)

Of course this considers a balance that makes the alt shot slightly better than normal shots.
If the alt shots become REALLY strong then maybe 20 could work for magic shots for sure, but it would make normal low level damaging shots -gold, marble, stinger, glass- a lot grindier switching Walter's slingshot's balance more as a crowd control item. Which, is fine on itself too (It's not like those materials are hard to amass anyway) but it would synergize less with Woby and more with beefalos again for your main attack, specially in the early game. 

 

I think its also important to note that it would make it easy to adjust the “standard” production of ammo to 20, and then make it +5 for each perk. You would still want the ammo perks for bulk slingshot use, but it would make it so you are not comically punished without the skill.

I think base upgraded to 15, +5 with first skill +10 with second

 

And aside from that-

 

They also mentioned potentially reducing crafting amounts for valuable ammo, so i dont think its super important how many we get for special rounds, i assume they'll balance around normal rounds and nerf production of special rounds as needed

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