Ammo Abductor, and some ideas to make ammo management more interesting/interactive

bigbird

New member
Tier 2 Weapon Item, art could be a ghostly hand pulling a bullet out of a revolver, fills similar place as spirit sap

Passive:
+4 ammo (flat value like kdash)

Condition (unsure which one):
could be applied via melee like Spirit Snatch, or targeted like Spirit Sap, or a projectile like capacitor/silence wave

Effect:
Steal some of the enemy's ammo. Enemy has 35% of their max ammo consumed. User reloads 35% of their own max ammo (can overflow). 25 second cooldown

The shop already has several ways to reload quickly like quicksilver and active reload, or just directly increase your ammo. It feels like most players are opting to use these cooldowns at the beginning of a gunfight instead of saving them for a quick reload (except farming/sieging). Ammo is plentiful enough that the buffs provided by quicksilver, active reload, and kdash are almost always more valuable at the start of a fight instead of saving them for the reload when running low. Ammo drain as a mechanic could introduce some more decision making to this. Ammo Abductor specifically would also add an interesting little minigame to gun vs gun duels to make them less of just a damage race.

Maybe it could upgrade into a T4 (mirroring spirit sap-> focus lens) that applies an "ammo leak" effect that lasts around 5-6 seconds. This could drain the enemy's ammo at half the rate it would if they were firing their gun (example: hero has firerate of 10 rounds per second, the ammo leak effect would drain 5 rounds per second from their magazine if they arent shooting, and 15 rounds per second if they are).
 
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