Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think that gating ammo types behind research options and/or requires the ammo type loadout to be changed at the ammo crafting bench would be good options for making this dream less overpowered.
Yea, it could start with normal FMJ being unlocked, then you unlock HP and AP, then AP-I and HE
well my problem is more of an issue of balance. im fine i need to research it and put the work into it to find the things i need, but at the same time i just dislike the full amount of research needed to play the game. i get that its realistic to have more research needed, but balance wise its just not as good with it
also side tangent, i really wish things like mortar rounds didn't need components to craft, its just so annoying to have this finite material that i barley have later in about halfway into the game before i can get the deep drill, and also needing to farm the other materials from a boomalope and whatnot if i want to have access to the mortar i just got