Dec 28, 2011 1:58 PM
Ammo types
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Hello, I was just thinking that weapons could use different types of rounds, that you could purchase or unlock, for example: ever got killed because someone traced your tracer to its source? I have, and maybe we could put in 'Ghost' rounds, and can only be used in sniper rifles, i also think that shotguns should be able to switch between slugs and buckshot, ARs, SMGs and LMGs probably could get cannon rounds, you know, the kind that explode into shrapnel, if you think it's a good idea, please tell me, i can specify later, and post your own ideas.
I like this idea. You could have a 4 to 1 ratio for tracers. 4 "Ghost" rounds for every 1 "Tracer". Sniper rifles, pistols and Silenced weapons would be all "Ghost" rounds. I LOVE the idea of being able to switch between slugs and buckshot for shotguns! Pistols should have an option for either ball or hollow point ammo. Launchers could choose from Armor Piercing or High Explosive depending on whether or not you are shooting at a vehicle or another gamer!
Hollow Point rounds is a death streak. It increases damage by 40%. Slug/buckshot options would be great.
Hollow points increases damage by 140% for one kill. I'm talking about a semi-permanent increase of about 20%. Also, this game needs more fire, how about napalm g-launcher instead of frag ammo.
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Bum ump, come on guys gettin bored here
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I see where your coming from with your suggestion. I myself have thought the same thing. My question is what are you will to give up? If it was made to where ammo type’s are awarded to people who complete the game and prestige to the max ( With Out Cheating ) that would be great. Give a fourth perk or something. Just throwing it out there. I cant kill someone in “Core” with one .50 Cal BMG round so I don't think the developer truly care or would be willing to add any type of ammo type choice. :-)
Hmm, explosive rounds= less accuracy and no silencer.
Napalm grenade launchers= can damage allies and only 1 shell.
Ghost rounds= decreased fire rate and more recoil
Explosive rounds gotten with the 1000 kills challenge for that weapon
Ghost rounds gotten with the 100 headshots with that weapon
Napalm grenade launcher gotten with a direct impact kill
i say remove current 50 cals put in Grizzly Single Shot .50 calibar BMG
single bolt one shot per bolt have to remove bolt attach cartridge to bolt insert then fire 1 shot 1 kill even with ballistic vest 2-3 shot to kill riot shielders ,attack juggy 5 shield juggy 7 if hit shield and aircraft 5-8 reduce mp7 and acr damage so not 3 shot kill in legs overpowered
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I like the idea. The question that needs to be asked now is how to counter said rounds. Just about everything in the game has a counter to it. So...how would you counter it so that it is "balanced" (for lack of a better word)
Explosive rounds: less range, less accuracy, slower RoF (10%) effect: splash damage, extra damage
Ghost rounds: more recoil (15%), slower RoF (10%), effect: no tracer effect
Napalm grenade launcher: faster drop, no explosive damage, effect: long-term damage and large splash
Suggestions will be appreciated
Slugs: less sprint speed, lower range, effect: tighter spread, more damage
Sounds like you thought it out a little. Sounds like a pretty good idea.
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