Ammo Swap needs more ammo?
I agree about regular ammo being 70% Lethal 30% Smashing, and while I would really like Negative Ammo, the ones we have are already pretty redundant. It's hard to imagine other types having a real purpose when most of the ones we already have don't. Regular, Cryo and Acid are all basically just mitigation, and I can't see any reason to use one over the other unless you need to exploit a damage-type weakness.
Well at least at the lower levels it would help layer on effects with other player to help maximize debuffs.
I think it would help a LOT if you could slot your various ammo somehow and gain that benefit while using that ammo but at only 30% of the normal effect for an enhancement. IE: A lot of damage into fire and a lot of Endurance into toxic allowing you to open up with Fire for extra damage and then switch to the new endurance light toxic when you start running low on endurance but I realize that would probably be a programming nighrmare.
Chemical ammo's -damage noticeably helped my blaster with tough and temporary invulnerability from the force APP when going up against warwolves on Unai Kensai's arc.
EDIT - too bad I didn't need that tactic much outside of that arc
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
Anyone else feel like Ammo swap is a little short changed by only having access to three ammo types? Personally I think with the whole idea of being able to rotate your ammo and the jack of all trades master of none theme to DP. I was sold pretty much from when I first heard about it, however it seems a little weak that only have of the damage types are covered in Ammo Swap particularly since fire ammo seems to be the right choice about half the time.
I can understand the conceptual problem with Psi damage but I wonder why no Negative or Energy ammo for the set? Why no -Accuracy, -Def, - Res, -End effect ammo?
When I first heard about ammo swap I figured against bosses I'd be rotating ammo in the midst of a fight to layer on different secondary effects to make up for the fact that my effects were weaker then primaries but now that we have it I'm not finding that to be the case at all. I like DP but I feel like it is only reaching half of its potential right now. I don't think it would even buff the set very much to give it access to other ammo types with comperably weak secondaries it would just bring the set more up to the full conceptual potential. I wouldn't even mind if the rolled up some of these together for balance reasons like the way pistols gets a -def instead of knock back with normal ammo if at least some attacks go access to the effects.
I guess I would compair it to a set where only the first few powers have secondaries, it isn't that the set is broken or anything but it seems odd and vaguely unsatisfying not to get those secondary effects on the whole set, and like wise here it isn't game breaking or anything but it is kind of unsatisfying not to have the other damage types/secondaries on a power that is supposed to offer diversity over a single strength.
PS: Plus I always thought that "normal" ammo should do 70% lethal and 30% smashing damage instead of 100% lethal to cover all the basic damage types.