Zhs2 wrote:To me, the separation of shells for the two shotguns feels like a mixed blessing. It may be nice to have two indicators for ammo in this regard, and that normal red shells can never reach an odd number, but the separation transforms Chrome Justice from an alternative tactical choice into a "you have to use this gun, even though it may not be to your best advantage because you have ammo for this". This classification might be a little silly, however, because more often than not the Chrome Justice will be the shotgun you'll be firing a precise number of shells with then scrambling back to the last valid (set of) pickups for to satisfy any "omg this has such a limited number of shots better preserve them" jimmies. Probably a personal problem because I know this weapon has exactly the same number of reserve shots all by itself that it had when it shared red shells, but Dem Shells are slightly less common - you see their pickups two times out of six compared to the three out of six of regular shells, which tends to favor the player blasting away with the Fleshrends under reckless abandon due to the huge amount of ammo in their pickups.
This was just like what I did in my version, before v1.3 came out... except the shells were black, and I had the common shell pickup yield two black shells, while the shellbox pickup would yield 10 black shells. I'm glad it's now official.
I totally had the same reaction when I was playing, with the "limited rare ammo", though I knew it would happen, and I got used to it. The point of Trailblazer is to unload lead into your enemies as fast as possible, so that helped.
Zhs2 wrote:DoomKrakken wrote:But, I thought they stuck to walls/monsters/ceilings/floors/other actors... was that not the intention of the spikebombs?
If it doesn't work that way, it probably wasn't the intention, ya dork.
Geez, no need to call names...
