I understand that this is probably because of the fact that all these guns use the same ammo, so to say, and this was probably done to make them consume roughly the same amount of ammo for the damage they deal. Different guns have different clip sizes, and consuming exactly one ammo pack for all clip sizes while reloading, is highly unrealistic.
My suggestion is to make shooter_guns:ammo represent one single bullet instead of an ammo pack. And this is exactly how I've implemented ammo in gunslinger (heck, I've even used the same ammo texture from shooter :P). This eliminates the problem of one gun emptying a mag (== 1 ammo pack) in seconds whereas another gun takes years to empty its ammo pack. Naturally, you'd also want to increase stack_max of shooter_guns:ammo to 1000 or smth. :)
That problem aside, I suggest the following clip sizes for guns:
Pistol: 20
Shotgun: 10
Rifle: 40 (Ideally this should be 30, but let's just assume we've fitted it with an extended mag. for the sake of gameplay)
I understand that this is probably because of the fact that all these guns use the same ammo, so to say, and this was probably done to make them consume roughly the same amount of ammo for the damage they deal. Different guns have different clip sizes, and consuming exactly one ammo pack for all clip sizes while reloading, is highly unrealistic.
My suggestion is to make
shooter_guns:ammo
represent one single bullet instead of an ammo pack. And this is exactly how I've implemented ammo ingunslinger
(heck, I've even used the same ammo texture from shooter :P). This eliminates the problem of one gun emptying a mag (== 1 ammo pack) in seconds whereas another gun takes years to empty its ammo pack. Naturally, you'd also want to increasestack_max
ofshooter_guns:ammo
to 1000 or smth. :)That problem aside, I suggest the following clip sizes for guns: