Demonmit1 Posted January 6, 2025 Report Posted January 6, 2025 AP ammo mod HP ammo mod FMJ ammo mod Tracer ammo mod all of these should be removed, and just allow the different ammo types to be loaded into their respective weapon types, while increasing the cost per round of the specialty ammo to compensate for the cost difference. why? the ammo mod takes the magazine slot. why do we need special magazines to have a different type of bullet loading into a firearm? I'm assuming this was done for some form of firearm balance, but it makes no logical sense how say, a Heavy Pistol can have 18 rounds of ammo, but only fit 6 rounds of hollow-point. the increase in cost per round should be balanced for the extra power/utility that these different bullets offer. several weapons are entirely incompatible with the AP/HP/FMJ/Tracer mods. what's the point in having different ammunition types if the weapons cant use them? the ammo mods are charged as "criminal use of weapon modifications" but logically it makes no sense. theres no IRL counterpart that's needed to load a different type of cartridge into a firearm. FMJ / Tracer are entirely unused, due to the limitations having a ammo mod on your firearm causes. more active use of different types of cartridges will give players more choice in who they're planning on going up against, without the hassle of having to buy gamified ammo mods for a select few guns that can take the different ammo types. 1 1 Quote
DoubleA Posted January 6, 2025 Report Posted January 6, 2025 -1, the mods make it so there's another barrier to get it. Giving everyone the mods for free other than just the ammo wont work, especially because they all change the ammo capacity and such. 1 Quote
Diligo Posted January 6, 2025 Report Posted January 6, 2025 those mods are like useless. fmj against vehicles, like who the hell is going to plan to set up for vehicle attack, this isnt tower defense. tracer i see no point with all the gun desync shooting it will only make people complain even more about shots not hitting. AP/HP ah well these are debatable, should not decrease ammo capacity, idk about AP and if it decreases magazine size, but HP mod decreasing magazine size makes no sense in buying it. few extra bullets will do the job, while a missed shot and a reload can be fatal. make the HP (and maybe AP idk) have the same ammount of rounds as in a normal magazine 1 Quote
Eliza Posted February 12, 2025 Report Posted February 12, 2025 (edited) -1 As others said, it’s another barrier to be able to use the ammo and the mags mess with the ammo capacity the last thing I need is someone spraying HP rounds at me with a drum/box mag with 100 rounds in the mag Edited February 12, 2025 by Eliza typo Quote
Salvador Rivera Posted February 12, 2025 Report Posted February 12, 2025 (edited) On 1/6/2025 at 3:21 AM, Demonmit1 said: AP ammo mod HP ammo mod FMJ ammo mod Tracer ammo mod all of these should be removed, and just allow the different ammo types to be loaded into their respective weapon types, while increasing the cost per round of the specialty ammo to compensate for the cost difference. why? the ammo mod takes the magazine slot. why do we need special magazines to have a different type of bullet loading into a firearm? I'm assuming this was done for some form of firearm balance, but it makes no logical sense how say, a Heavy Pistol can have 18 rounds of ammo, but only fit 6 rounds of hollow-point. the increase in cost per round should be balanced for the extra power/utility that these different bullets offer. several weapons are entirely incompatible with the AP/HP/FMJ/Tracer mods. what's the point in having different ammunition types if the weapons cant use them? the ammo mods are charged as "criminal use of weapon modifications" but logically it makes no sense. theres no IRL counterpart that's needed to load a different type of cartridge into a firearm. FMJ / Tracer are entirely unused, due to the limitations having a ammo mod on your firearm causes. more active use of different types of cartridges will give players more choice in who they're planning on going up against, without the hassle of having to buy gamified ammo mods for a select few guns that can take the different ammo types. I had thought about this for a long time, that what has been created now is quite illogical. Because : 1. In order to insert different types of ammunition with the same caliber, for example 7.62x51, which is used by AK-47 and LMG on this server, you do not need different Mods or other type of magazines. 2. There are several types of ammunition of the same caliber. 7.62x51mm NATO - FMJ · M61 · M62 M64 · M80 · M80A1 · M993 · SP · Ultra Nosler. you don't have to add some specific mods for diff type A couple of examples that you can easily find on the Internet: * 7.62x51mm M61 - armor-piercing round, black cartridge tip. *7.62x51mm M62 - racer cartridge, orange cartridge tip. *7.62x51mm M64 - grenade launching blank. The cartridge is identified by a rose-petal (rosette-crimp) closure of the cartridge case mouth and sealed with red lacquer. Also, each country has its own markings. It's even here to create multiple types of bullets with your own effects. But this does not mean that the weapon needs a special modification. No it's not It looks silly And it is also quite silly that different types of ammunition and mods change the sizes of the magazines. There are already Extended Mag and Drummag for that. That was just my opinion. Edited February 12, 2025 by Salvador Rivera 1 Quote
Demonmit1 Posted February 12, 2025 Author Report Posted February 12, 2025 i provided a option to keep it balanced. rather than the prices of say, a hollow point 9mm being $60 per round, make it $600 per round, and remove the magazine mods and magazine limitations. 1 Quote
Salvador Rivera Posted February 14, 2025 Report Posted February 14, 2025 On 2/12/2025 at 8:25 PM, Demonmit1 said: i provided a option to keep it balanced. rather than the prices of say, a hollow point 9mm being $60 per round, make it $600 per round, and remove the magazine mods and magazine limitations. $600 will not be an appropriate price. Current prices are okey. The topic was raised about the fact that there are some unnecessary mods. For example, people who know such things IRL have questions about this. 2 Quote
Quietthecutie Posted February 17, 2025 Report Posted February 17, 2025 On 1/6/2025 at 1:21 AM, Demonmit1 said: I'm assuming this was done for some form of firearm balance Sorta answered your own question here. is it realistic? no, dont be daft but from a gameplay perspective it makes sense. On 1/6/2025 at 1:21 AM, Demonmit1 said: the ammo mods are charged as "criminal use of weapon modifications" but logically it makes no sense. Yup, again logically it makes no sense, but from a gameplay perspective, it does make sense. in current state of game cop checks gun, sees the mods, adds the charge. if we wanted to get into it yeah, we could create a new charge of idk "posession of military grade ammunition" or something like that, but that feels like way too much in the weeds detail. the TLDR is it looks like a mod and functions like a mod, so we just class it as a mod. not to mention if we made a new charge for illegal ammo then that would stack on top of weapons mods. On 2/12/2025 at 6:25 PM, Demonmit1 said: i provided a option to keep it balanced. rather than the prices of say, a hollow point 9mm being $60 per round, make it $600 per round, and remove the magazine mods and magazine limitations. Making something more expensive does not equal making it balanced. people raise valid concerns about combining extended/drum mags with specialist ammunition. Quote
Earl Mud Posted February 17, 2025 Report Posted February 17, 2025 As someone who owns many pew pews out of the city a few notes. 1. IRL there's almost no mods for guns for different ammo except some extreme examples of ammo not even in the city. 2. HP IRL does cost a lot more than standard rounds. FMJ is the standard target round. 3. AP is the irl illegal round everywhere. HP is illegal in some places. So these 2 round types being found could be a felony if found on a gun. It should be protocol for cops to unload the rounds in a gun anyway so they could find out if someone has improper ammo. It's weird for a cop to hand over a loaded gun to someone after an interaction anyway. 4. I'd suggest maybe doubling the cost of the non-standard ammo or something similar. It would work to helping remove Mods. Yes someone can spray with it if they have an extended but now the cost of ammunition being at play could help with mitigate this and cause people to maybe not bring as much ammo anyways. HP Mods cost money but knowing every bullet you fire costs more will help make the costs still go up as a barrier. Quote