Quote from: messiah on January 03, 2017, 05:29:02 PMQuote from: gustavoghe on January 03, 2017, 05:18:13 PM
I dont see why, we can not ask for flexibility refering to ammo usage. The concept of it is great, but the fact that you have to micromanage it to a point where you almost have to have 100´s of loadouts to get a colony of 10 people to be able to use what is looted from raiders, its awufull.Quote from: Adalah217 on January 03, 2017, 05:23:00 PM
Half the mod revolves the use of ammo. It's impractical to remove it entirely.
Ultimately, a good solution would have the mod use fewer types of ammo. This is exactly what my goal is right now as I make a compatibility patch for LewisDTC's weapon mods. I'm not sure how to override CR's ammo so it doesn't appear though. Anyone have any thoughts?
Same here and I offered a solution to this problem. There is no need to remove anything. Simply add some kind of automation and it will be superb.
You are right, the only thing its missing is some automation, intelligence for pawns to grab the type of ammo they need.
I guess its a point of view wether you like the ammo micromanaging chalange, or just the fact that you have a variety of ammo.
I like the fact that you have a lot of ammo types, i play a loot raid style game. I dont like the fact that pawns wont grab the right type of ammo automatically.