Talk:Acceltra/@comment-26928455-20190905231454/@comment-2600:6C5E:1D80:1501:4DFB:2D86:BC2F:21BC-20190907041804

I take issue with "fixing" the gun by forcing a mod slot, carrier, or pizzas.

If you don't have a choice then the gun is broken. Allow me to cite the Opticor. It's perfectly useable without fire rate mods. Insane damage, after a charge, is viable. The 200+ ammo count is silly, as it's largely a one shot one kill and ammo drops give you back a huge chunk of it. I can then choose to mod for speed and get a gun that hits like a truck and I can use it with less setup.

Looking at this gun, the ammo disappears very quickly. If RNGesus isn't on your side, the ammo drops could be for every other type of gun. You'd better hope that secondary and melee can tide you over. Forcing ammo mutation from carrier means choosing a pet that does that one thing well. Likewise, pizzas are an economic sink to make-up for poor drops or silly scaling. It's not a fix, but a bandage in the economy to allow for extended play (a relic from back when operators and arcanes didn't exist so if you ran dry on ammo you had to tap out (and those energy leeches were game breakingly bad).

What I have heard is anecdotal evidence that the ammo isn't too much of an issue. In my testing, endless mission stand in contrast to this. Once you require a full clip to kill anything it's going to always be difficult to do anything, as you either hide and pray for bleed or scrounge for ammo. Neither is good, but again leaves many simple opportunities to fix this in the prime, instead of being a good weapon now.