IDEA EDITED
Here is an idea, replace teh ammo mods with limited use active gear, Now before some one tells me that would break teh balance let me counter point, something like this would actually fix the balance with things like the HHP, allowing for its reimplementation as a craft item.
for this idea ammo mods would lose there quality marks and be changed to match that, examples the hollow points would be knocked into 3 types HHP, standard, and soft, with the HHP being the rarest, and the soft being the most common. As for crafting that would be changed as well crafting an ammo mod would give 50 of that ammo type (based on cost).
bellow are some more ideas for ammo types. Note the numbers on them are temp.
SMG AMMO's
-temp nothing-
RIFLE AMMO's
AP rifle ammo
carry limit: 1 mag
find batches: 1 to 9 rounds
stats
damage: +30%
armor negation: 15% (meaning a 70% vest only protects against 55%)
SHOTGUN AMMO (long list)
note: unlike other weapons the mag carry doesn't change the max amount of ammo, if lets say the shot gun can carry 8 rounds and the rare ammo only allows 3 to be brought on a mission the shotgun will be loaded with 3 rounds and only 3 round when the gear is activated.
explosive slugs
note: the explosive slugs are shrapnel damage things meaning they do normal damage
carry limit: 10 shells
find batches: 1 if lucky
stats
damage: +20%
knock back: +10%
splash range +1 (so instead of having a 1 range splash has a 2 range splash)
flashbang slugs
carry limit: 40 shells
find batches: 4 to 21
stats
damage: -99%
suppression: +99% (instant suppresses any one hit)
knock back: -99% (removes knockback)
been bag slugs
carry limit: 20 shells
find batches: 2 to 18
stats
damage: -25%
knock back: +70%
bird shot
carry limit: 50shells
find baches: 1 to 27
stats
damage: +15%
range: -10%
splash range +2 (think this would make it 3 splash range when it does)
LONG RIFLE AMMO TYPES
armor piercing large caliber rounds
carry limit: 1 mag
find batches: 1 to 2
stats
damage: -20%
armor negate: 50% (brings a 70% down to 20%)
note: do to the round passing through the target more easily does less damage.
LMG AMMO TYPES
suppression rounds
carry limit: 4 mags
find batches: 10 to 54
stats
damage: -20%
suppression: +50%
+2 suppression range (will suppress survivors in 1 range of the survivor being targeted)
buzz saw rounds
carry limit: 2 mags
find batches: 100
stats
damage: +5%
accuracy: -20%
splash chance: 40%
Edited by warbrand2, 01 March 2014 - 02:59 AM.