SMGs and Why They Fail

October 9, 2014 | | Viewed 2,372 times |

SMGs and their ammo

Defiance Dev Team:

 

I understand that this is a science fiction game, and thus you feel that you are allowed to take a few liberties with reality, like condensing different types of ammo into groups, as this makes things a lot easier on players and developers.

 

However, your oversight of lumping sub-machine guns in with assault rifles and light machine guns is, frankly, annoying to me and bad for the game.

 

Let me explain. In my first week after starting Defiance, I was progressing blissfully along; I had not yet encountered any SMGs but I had learned rather swiftly that using an assault rifle and an LMG together was a Bad Plan (tm), seeing as it would drain your ammo fast if you were not careful. And then I found an SMG, and I thought I was saved.

 

Stupid noob. :(

 

You see, I expected SMGs to follow the same conventions they do in reality; namely, the use of pistol-type ammo. There are two super-famous examples I can name off the top of my head: the Thompson Sub-machine Gun, aka the "Tommy Gun" (think mobsters here) which used .45 (pistol ammo!); and the Uzi, which uses 9mm (pistol again! le gasp!).

 

So, this creates a problem: for starters, three weapons types using the same ammo restricts weapon choices; and two, it is a horrible, glaring flaw that burns my psyche even more than all of the server disconnects.

 

Please, Defiance Dev Team, save me.

 

Save Defiance.


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Hystery posted:

Wouldn't 250 bullets be too few for an SMG? I think the reasoning behind it was to guarantee that the ammo cap would be balanced with other weapon types; 500 bullets are a good amount for all three weapon types.

I don't think it would be too few, no, given the ability to switch weapons.

10 years ago

Wouldn't 250 bullets be too few for an SMG? I think the reasoning behind it was to guarantee that the ammo cap would be balanced with other weapon types; 500 bullets are a good amount for all three weapon types.

10 years ago