Hello everyone,

I just killed my most recent Lich and got myself the Kuva Zarr. Wasn’t the biggest fan of the original Zarr but I figured the Kuva version might be worth some time… if not it’s still MR.

Anyway I give it some mods and go into a mission… it doesn’t do so well because of it’s limited ammo cap. No problem, I’ll just slap some Vigilante Supplies on it and I’ll be golden.

Nope. VS didn’t fix the problem like it usually does for good weapons with ammo problems. This surprised me because unlike other weapons that VS can’t fix I know this one is considered to be pretty good.

I know Overframe exists and could give me builds that’d definitely work but for now I’m just trying to understand this odd shotgun/launcher. What am I missing 'bout it?

  • SenorAvocado@dormi.zone
    link
    fedilink
    English
    arrow-up
    2
    ·
    edit-2
    1 year ago

    You get 1 ammo pick up with zarr, bramma and ogris. Before this wasn’t a problem because you had different types of ammo(rifle,pistol,shotgun,sniper) meaning you get 1 pick up per ammo type and you could always have ammo but it was changed to primary and secondary ammo types only, drastically reducing available ammo and viability of these weapons.

    Incarnons have replaced these weapons now for the most part

    • ubermcwinsauce@dormi.zone
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      Huh, I never noticed that ammo types were just primary/secondary now. So how do ammo mutations work after the change?

      • sandriver@beehaw.org
        link
        fedilink
        English
        arrow-up
        1
        ·
        1 year ago

        Every weapon now has a unique “ammo per pickup” stat. Mutations just let you pick up the other type of ammo at a penalty. The ammo consolidation was partly to nerf the ammo economy of the worst offending radial weapons, since they still only get 1 ammo per pickup, but get significantly less pickups now.