Help with experimental ammo grind

Did I misunderstand something, or do you need to complete 164 base assault/defense missions to unlock all experimental schematics slots?

How did you get that idea?
There are 22 experimental ammo types.
As far as I know you need 1 schematics point for unlocking each.

Each one increases in price, like the other schematics. So the 164 Base Assaults/Defences is accurate seeing as there is no increase in the amount of points you get in higher difficulties selected for them

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Imagine all the fun!

Oh man, if that’s true, I’m so glad that I got them short after introduction of base defense and the experimental ammo.
There they were a direct reward for finishing a base defense.

Actually this needs fixed in the last update. This grind is so bad that even the most dedicated players will struggle, and most players will simply ignore it and never get to try the experimental ammo. I will never do 100+ base assault/defence missions myself. If i do 4 missions every day its still a six week grind.

1-2 missions per schematic is resonable, 16 is not.

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If it’s a bug or unintended, yes.
If it’s intended, it should be adjusted.
This many schematic points and the only way to get is base assaults/defenses?!

Did you try to craft an unlocked exp ammo?
For other schematics a way to get schematic points was to craft something.

By that I unlocked all the item schematics after they became craftable just by crafting thousands of canisters of fuel.

Crafting experimental ammo grants you apparel points :confused:

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You’re kidding, aren’t you?

Seriously, that can’t be intended.
@SR_Carni what’s up with the experimental ammo crafting schematics points?

I can’t help but wonder about the reasoning behind this grind. After completing over 100 base assault/defense missions, most players will likely have all the gear, playtime, and repetitive gameplay they can tolerate. At that point, who would even want to keep playing?

Furthermore, by the time you finally unlock the experimental ammo, it’s highly likely that you’ll have already maxed out everything else. What’s the point of having it then? This kind of reward clearly needs to be accessible, at least partially, during endgame content—not weeks after it has lost its relevance.

Because they have unique abilities and even synergies with most of the experimental weapons.

And I would need that AFTER doing 100+ base defence missions? Especially now when I dont even use experimentals as I find 5c custom attachments more fun.

No, of course not.
You don’t need them at all.

Nevertheless, we already said, that it must be a bug, If you got apparel crafting schematic points for crafting experimental ammo.

I didnt mean to direct my frustration at you, I’m sorry if I came on as agressive or accusatory.

That does not sound intentional, let me check it out

I’ve checked and crafting experimental ammo doesn’t give you apparel points, but ammo points. This is working as intended because you’re supposed to unlock exp ammo points through base defense and assault

@SR_Carni
Then, again, is it intended that you have to do 164 base assaults/defenses to get enough experimental ammo schematic crafting points to craft all types of experimental ammo?

In the past, when experimental ammo was new, you just had to do 22 base defenses to get them all.

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Fun is subjective. And I don’t disagree that the augments for the 5C weapons are nice, particularly gold levels. They promote experimentation and outside-the-box thinking.

However, objectively speaking, for taking out Harvester and Reaper summons, the Lightning Gun (6C KVM-59) is unparalleled. It will synergize with both of the 7.62 experimental ammos quite nicely. This means that experimental weapons aren’t completely useless. Also, the 6C Meusser Hunting Rifle is objectively superior for hunting Harvesters for the ever annoying 10 Harvesters with a Hunting Rifle FM-TEL mission, which wouldn’t be so damn annoying if they didn’t kill the spawn rate for the Harvesters.

The Augment system did kill the need to use a lot of the other experimentals. A better system would have been making the experimental modifications into accessories and allowing us to install a variety of them to the 6Cs instead of making the 6Cs obsolete for the most part. Ah, well. Who listens to their players?

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Thats very nice, but it does not answer the question or help me with with the experimental grind. The question was if you are supposed to do 100+ base defence missions to unlock even parts of the experimental branches?

Considering the game content is like 50 hours with all DLCs spending several more weeks grinding out the exp ammo seems like a bit of a mismatch?

I haven’t even come close to doing 100+ base defense or base assaults and I have all experimental ammo unlocked, so I believe there is another way, I just can’t recall how