Mercenary Ammo Switching Doesn't Feel Great
The current implementation of ammunition feels very off.
I'm sure I'm not alone in CONSTANTLY selecting a different ammunition skill only to find myself shooting my old bolts. This issue is drastically exacerbated by a number of the following design decisions: 1. I can't see how much ammo I have in a skill equipped to the second skill bar (the one behind the modifier, CRTL by default). 2. Various skills can randomly extend how much ammo you have in the clip (e.g. 25% chance not to use a bolt when shooting). 3. I am almost never looking at my character. 4. I don't have the skills near the center of my screen playing on an ultrawide, and the compact UI doesn't look good enough to warrant using. 5. A good chunk of ammunition only has 1 round, which means you're constantly in the reload animation, mashing your other skill trying to change rounds. It's genuinely makes any crossbow builds less enjoyable for me. I'm not sure what the best solution here would be, but a very immediate one that wouldn't impact balance is just letting us cancel out of the reload animation and forcing a reload next time we switch back to that ammo. Last bumped on Dec 27, 2024, 1:43:18 AM
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It does not feel great to me either.
Others have pointed out there are passive skills around reload speed that help a ton with this. I think just being able to seamlessly cancel a reload and transition into a different reload would fix 90%+ of the problem for me. |
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I agree, they need to look at Galvonic Shards and rework some of the other element ammunition types to work in a similar way so there are consistent types. Too many 1 bolt skills like fragmentation or gimics like ice shards.
Right now we have three ways to lower the reload speed. Crossbow reload passives, attack speed and skill speed. You need to invest alot to make some of the skills somewhat decent. I would like more ways to increase clip size other than double barrel also. Last edited by xpose#1651 on Dec 27, 2024, 1:45:41 AM
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