Ammunition Question
From what I’ve seen, the count recharge starts the moment you uses the first charge.
For example, if you have 2 ammos with 30s CD : you fire the 1st one, and the 30s CD begins immediatly in the background.
If you fire the 2nd one, you’ll see the CD animation with the remaining time to get the 1st ammo back.
Each ammo is on its own CD. If you’ve only used one, that CD is shown by a white line around the skill.
I was thinking that was probably it. I’m going to have to go look back at the old version of the skills though so I can properly sort through my thoughts in evaluating what these changes mean.
Unless someone else has already done that and can spare me the mental exercises? LOL
From what I’ve seen, the count recharge starts the moment you uses the first charge.
For example, if you have 2 ammos with 30s CD : you fire the 1st one, and the 30s CD begins immediatly in the background.
If you fire the 2nd one, you’ll see the CD animation with the remaining time to get the 1st ammo back.
Does “Ammunition” count for all #1 skills or just projectile? Seems silly to limit a ranged weapon but not worry about “fatigue” on a melee weapon…
Engie’s Rocket Boots is not a projectile or a melee attack, really. Yet it has now 2 “ammo” for use. It has become an excellent movement skill thanks to that.
that it makes every other class in the game boring to play.”
Hawks
Does “Ammunition” count for all #1 skills or just projectile? Seems silly to limit a ranged weapon but not worry about “fatigue” on a melee weapon…
Its only applied to certain skills that need the ability to be used in quick succession, but still limit its spam potential. The majority of skills that got ammo were ones that suffered from odd pacing due to single use cool down, but would OP as a hell if the Cool down was too short.
A lot of Classes have this problem, where they’ll break between fights to let all their Cool downs finish before starting a new fight……. that really breaks the pacing when the skill is used often, but doesn’t recharge in the span between fights. Thats why anything less then 8 seconds is considering always useful, while anything over 15 has to justify its use. What Ammo is trying to do is give you the ability to use certain skills that are useful in both reactive and proactive situations, but not forcing you to choose one or the other. In most cases, skills that have potential for engage or disengage will usually be relegated to disengage, because its the safest way to use it; unlike engaging, which is a gamble, where you just bet your only escape option.
Haven’t read yet much about this new Ammunition System.
Can someone explain me briefly, what this new system is, why we get it, and what the intention of this new system is?
To me ind kinda sounds like, as if they have looked over my last concept of an ammo using Elite Spec, the Gunslinger and changed that concept to a now game wide system thats shared among all classes to give class skilsl that use this new system some new more spammable skills similar to the thief’s initiative system?
Am I right with this quick conclusion? Or will this ammunition system work completely different later??
To me this term sounds weird for a term thats used among all classes, because when I read ammunition, then I always will expect from the class, that the skil lwhich uses ammo belongs to either the pistol or the rifle or any of the bow weapons – spo actually projectile weapons which would normally actually need ammunition to be able to use these weapons.
its weird to use this tgerm then for skilsl, which actualy don’t require at all any kind of “ammo”, because the skill effect is no projectile, isn#t a skill that requires any ranged weapon at all, when I look over the latest balance patch when Anet tells which skilsl will use soon this new system about which merely is given any information out, how this new system actually will funktionaize later – Or I#m as usual just too blind to find that blogpost infor or thread about that topic, where everythign got explained and announced officially by Anet (of this was made even here and not in reddit or somewhere else, like youtube rolleyes.)
Does “Ammunition” count for all #1 skills or just projectile? Seems silly to limit a ranged weapon but not worry about “fatigue” on a melee weapon…
Its only applied to certain skills that need the ability to be used in quick succession, but still limit its spam potential. The majority of skills that got ammo were ones that suffered from odd pacing due to single use cool down, but would OP as a hell if the Cool down was too short.
Distracting Daggers probably had one of the most annoying cases of that. First you had to use a 1s cast time skill then you can use the skill. For something that is meant to be an interrupt that is very clunky. Luckily this change fixed that.