More weapons that use less utilised ammo types

Well this snowballed before I got back :joy:.

I wouldn’t mind seeing some kind of future updates have a station like the companion station where you made what ever gun you had that was 5* an experimental aka pack a punch for gen zero. But just place it in such a way it’s endgame. Whether it be via cost or where it shows up in mission log order.
Then if some1 wants an exp bow pay the tab and said station let’s you mix n match a small set of “modules” for a built in effect then print/construct. Then the devs only have to creat effects for each weapon/module vs whole new guns. Maybe this could be a neat solution to some feeling that the paid guns aren’t getting the chance to dazzle us​:grin::grin:.
I’m not saying a lot of my dlc guns don’t end up crated unless I’m in an ammo crisis. I really only take em out to demo to friends who are debating said purchase for their own judgement. I’d love for more reason to use them endgame. Even if it’s not my idea used I’m all for others to find a “CREATIVE” solution just as I’ve offered and remember to be as pleasant as possible these devs work their bums off for us let’s try to keep in mind we are all humans :stuck_out_tongue_winking_eye:

Not at all. I don’t expect stronger. I expect comparable. I wouldn’t mind stronger, but it should be at least or almost as good as. I want it to be a choice that relativistically doesn’t matter, so I can feel like the choice of weapon is merely a reflection of my playstyle, not a clear case of optimal vs gimping myself. And a lot of the DLC weapons feel like gimping myself.

This is why I like you.

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I just want to see a wider “meta” then I presently see. But at the same time I don’t want to upset any balance that’s been achieved in the present ammo pool. This is why I suggested that it be already present effects that we can experiment with on 5* weapons converting them to 6*.
One could even establish that scrapped 6* parts are broken into experimental modules and the same scraps that you get from recycling a 5*. Then a .243 can be given the punch of the .50 or a slightly reduced version (lighter caliber but still anti material). This would let silent snipers shine a bit more.
I can go on and on but I’d like another to add to my spitballing…

I have an idea, they could put in a system. I’m gonna explain:
You can buy the weapons DLC anytime correct?
Devs could put a system in which the weapon would increase its damage according to the person’s level in the game.
Low Level (level 1 - 20) : Worse than 3 star weapons
Medium( level 20 - 34) : Slightly more damage than 5-star
The Best (level 34 - infinite) : The DLC weapon will do more damage than the 6 star Guns

This would be according to the person’s level and encourage the person to play more to improve their weapon
Levels are example only

emphasized text

Keeping in mind one would still have to search and kill for 5* so that is not completely p2w. Said system could work with lvl tweaks or balancing it out to exp guns.

Ok, another suggestion:

What about waiting until they revealed the new weapon augmentation which was announced for this year?

Who knows, maybe some of our ideas already are given credit? What if we really become able to build weapons out of our pool, that can compete with the current 6c weapons?


A system based on character level could work.
But there are many other things to think off, too.

Multiplayer compatibility.
Wouldn’t it be weird if a 5c möller used by a lvl 100 character could destroy a harvester with a single magazine? Or let’s say a 5c N9 to stay at DLC weapons.

So we have two players. One without DLCs, one with DLCs. The one with DLCs already is at level 100, the other (a new player) is at level 10.
With the same guns, the DLC player would blast the big machines away in seconds, while the nonDLC player still would have a challenge fighting the others.

Ok, now you could say that the strength of the machines could also grow with the players level, but then we would have another issue.

Well, my example maybe is a bit extreme, but the fact is that we shouldn’t introduce another class level system which works parallel to the weapons classes and let weapons feel different in each player level.

And last but not least:
I can’t really see your goal.
You want 5c DLC weapons work like 6c basic weapon. Then, what’s the sense of having a class 6 of weapons if others in lower classes (but paid) do the same damage?
And about which weapons are you talking compared to which?

Should really a 5c N9 be as strong as a 6c AG4? Or just as a 6c klauke? Maybe you could make a table of each comparison… But keep in mind, the experimental weapons in general are as strong because of their special experimental effects.

And vice versa… What about the base game weapons that don’t have a 6c version? Should they also be affected or do you want them to fall off?

Puh, again many words, but I hope that you get my doubts.

Let’s think on.

Bit of a necro, but getting back to the topic of weapons that use other ammo types…

Bare with me a moment. I’ve only been playing GZ for about a year, actually a bit longer than that, so I missed how things went when Alpine Unrest first landed. As I understand it, from the description of that DLC, the KVM 59 and KVM 89 were added to the game as part of that DLC… Were those belt-fed MGs, at that point, ONLY available to owners of the DLC? But then, in some following update, were introduced to the base game and made available for everyone? Or was that not so? If that WAS the case, then there is precedent for DLC items being made base game items, no longer DLC-specific…so, say, the 9x39mm ammo could become base-game, and the AS-VAL (AT-WAD) sniper relative, the VSS Vintorez, could be added as a weapon included in a free update for everyone, a new part of the base game. That could come with an overhaul/rebalance of weapons and ammo, to make the 9x39mm weapons/ammo more competitive, among other slight changes. That’d also mean experimental ammo types could become a thing for the 9x39mm, further improving parity with other weapons.

Setting aside whether DLC stuff could be (re?)integrated, other weapons could be added as part of free updates to the base game, anyway.

I’m not too familiar with what all might be out there for the .243 cartridge, but yes, there have to be some other options, and they might not all be bolt-action. As for .270, there are plenty of bolt-action options, but there are also semi-auto options. From around 1966, Browning made a semi-automatic hunting rifle called the Browning Automatic Rifle, not to be confused with the Browning Automatic Rifle used in WWI, WWII, etc. The hunting rifle featured a low capacity detachable box magazine that fit onto a floor plate which was ‘permanently’ fitted to the bottom of the rifle, which swung down and forward. In .270 or in .30-06, magazine capacity is four rounds—.270 and .30-06 are related cartridges, so the same magazines are used in those cases. It can also be had in other chamberings, possibly to include .243—a quick search might confirm that. For a bonus, the BAR is also a rather nice looking rifle.

And it isn’t just the two hunting rifle cartridges that are underutilized, of course. .44 magnum, we could see the addition of the Auto Mag as used at one point by Dirty Harry, or instead the other Hollywood darling, the Desert Eagle. Both of those were produced in versions compatible with .44 magnum, worthy competitors to the revolver already in the game.

I’m also of the opinion that we could use another shotgun, and I think the SPAS-12 might be just about the perfect answer. It’s got the look, it’s another Hollywood icon, it’s a local boy from Italy that was also used by France I believe, both of which could be dropping lend-lease or surplus goods to the Resistance, and the SPAS-12 also has an absolutely perfect basis for an experimental version already out there—the shotgun used by ‘the Driver’ (played by Charlie Sheen) in the 1980s sci-fi/fantasy punk racer movie ‘The Wraith’…

As for a .50 cal, maybe a bolt-action this time. It could even be a Russian one, converted to use the NATO ammunition already in the region. No need to add a new ammo type, even if it might be more correct to do so. They could always change the name of the ammo to make it more generic, “12.7mm” instead of “.50 BMG”…

Go into your inventory and look at the damage level for each weapon. The Vintovka and the PM71 deal much more damage than a comparable NATO weapon. This is because they are chambered in 7.62x54 vs 7.62x51. That round is on par with the .30-06 in power. I don’t carry the PVG anymore because I use a gold Vintovka to do my long distance sniping and it’s damage is almost as great as the PVG. It can also be silenced. This will also narrow down the ammo I have to carry as the AI76 is using the same caliber. Mix it up with special ammo types like the shock ammo for different effects. The Vintovka and the Alg .270 are almost equal but the Gold Vintovka is better.

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