![]() May be add it to some ammo or gadgets/mods crafting? I mean we don’t have that much of application of “consumable titanium” medical stuff aside. About titanium - it’s not that widespread, but it’s consume rate ain’t that lot either. May be adhesive.ĪdvFAK: Same materials as StanFAK plus titanium and adhesive.Īll these recipes needs material quantity and weight tweaked to be “material>=product”. StanFAK: Textile, threads, rubber and plastic in more quantity. Steel/alluminium and explosives for launch charge. EMP: copper, electrolyte, rubber, plastic, glue as warhead. Smoke: small or no steel for hull, alluminium, mid-low explosives for launch charge and slow burning for smoke emitting, more alluminium as part of hull and smoke mix, may be textile, plastic and glue for latter. HEDP: lots of explosives, steel/alluminium for hull, may be some plastic. Explosives for 25 pcs is should be good or +1 unit. Steel, copper, lead for FMJ Tungsten, steel, lead for AP. Copper now is required for FMJ, but not so much - about 1-2 units. Lead and steel still there, explosives… around same -it’s low charge ammo, compared to pistols or custom load hunting ammo as I heard, so 3-4 explosives for 75/125 cartridges should be good. This ammo starts using tungsten for AP ammo instead of copper. Maybe we can add there rubber/textile/glue for seal or just for lulz.Īssault rifle ammo is same in materials, different in quantity batch (75/125 ratio seems just enough for me). Needs one unit of steel for brass anyway, plastic for hull, lead for buck, steel or lead for bird (- exp), slug is steel, lead or both (because of AP properties, +exp). Shotgun is not so popular, not so powerfull, so it’s ammo can have some “trash leftovers” or ubiqutous materials at expense of more explosives. ![]() Hunting rifles are just strong charges and finely crafted bullets. Lets keep more copper and steel for AP 9mm pistol.44 ammo is still generally in-game heavy ammo. FMJ additionally requires copper (rare drop chance?). Pistol ammo - is about stronger charges and a bit heavier bullets, so need more lead and explosives and relatively less steel for cases. Rule of thumb: AP - tungsten is mandatory with some exceptions, FMJ - usually copper+lead, SP/HP/else - usually lead. The craft system should be tweaked, specifically recipes - both assembling and dismantling. Although with the current copper sparse scrapping meta, I think it could make field radios more useful to players if it could be a consistent source of copper.Īll in all I’m over the moon with being to craft ammo at all, so please don’t think I’m just griping.Īfter reading some discussions in “Storage capacity poll” and some other ammo/crafting posts, I send off another thought train. Field radios containing no copper can be handwaved easily by saying that they use aluminum for winding the coils.Ap ammo should similarly yield/require tungsten and copper in a 1:5 ratio tungsten:copper.Hp ammo only yielding/requiring lead seems fine to me. Scrapping fmj ammo should yield/require both lead and copper, if 1/5th the copper.ġa.So here’s my wishlist of what to do about these weird things: One could argue that their coils are made of aluminum as implied by the current yield, still odd tho. Field radios yielding NO copper when scrapped if weird.Crafting ap ammo with only steel, copper, and powder is weird because tungsten is already in game.Getting lead only from fmj rounds is weird. ![]() ![]() I have a few main points about the crafting/scrapping overhaul: These thoughts come from my irl understanding of how bullets are made. ![]() To preface I’m an American who hand loads ammo irl on the same kind of press featured in game. To start with I think it’s a little weird that copper is rarer than tungsten. ![]()
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