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Violet CLM

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May 13, 2026, 08:45 AM
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Stealing a conversation I had with Naps about this, without his permission 🤫:
Quote:
Violet CLM: It's bad enough that if there's a powerup in the wall that you're supposed to destroy with electroblaster, and you have 5 ammo of that weapon already, your best move is to fire five bullets and then use the electroblaster.
NapsZ: yeah i am not fan of that mechanic either... i get that it's supposed to balance ammo gain in case you already have a powerup but i have a strong feeling arjan didn't thought about the situation of having less than 25 ammo
NapsZ: how would you do it if you were in his place? what should the result of destroying a powerup monitor that you already have ammo for? consistent +25 gain?
Violet CLM: okay I don't actually know how I'd do it to be fair
Violet CLM: Putting aside the inconsistency with special moves, the bullet 0/20 distinction does make some sense
Violet CLM: I think it's solving two problems:
1) If you shoot a second powerup monitor of a weapon you already have a powerup of, you don't want that to be useless. So okay, a flat +20.
2) If you have no ammo of a weapon and encounter a powerup, you don't want that to be useless either. So okay, 20.
Violet CLM: But it falls apart because the best possible move is to bring yourself down to zero and then shoot the powerup, and that's ridiculous.
Violet CLM: +20 for every powerup shoot is the simplest but it's not satisfying ig.
Violet CLM: You could change the "no ammo of a weapon" case to something smaller like +5. But that's bad for new players. They get a powerup, they want to try it out right away! Oh no all their bullets are gone now. Powerup over.
A new idea, while we're tossing them around, would be to set your ammo to a minimum of 20. So if you already have 33 or 46 or 50 ammo before shooting the powerup, you stay at 33 or 46 or 50. But if you have 0 or 5 or 19, your ammo changes to 20.