About this mod
Configure the number of spare magazines each weapon type gets. Affects weapons looted from guards and 47's starting equipment.
- Requirements
- Permissions and credits
Weapons are divided into their six categories with spare magazine count options ranging from zero to five for each. If you want more than five it's easy to change with find & replace in notepad. I've played many hardcore syndicates with one-all and a few now with zero-all. It's manageable but a challenge.
Set to zero, 47 will only gain additional shared ammo when looting guns he already has in inventory (or from ammo boxes)
There's an extra option for shotguns to only change the ICA White to four, since IOI left it set to 0 despite it being a Freelancer weapon.
The default settings are roughly a median of IOI's magazine counts.
Default:
Shotgun 4
Pistol 3
SMG 3
Snipe 2
Dart 1
AR 3
I currently play hardcore with Shotgun, SMG, and AR 0, Pistol, Dartgun and Sniper 1. I like the aspect of making 2h ammo extra scarce and having to switch to guard's loud weapons, but sniper goes too far since there isn't any to loot on most maps. Extra pistol and dart seems fine.
Notes:
5mm concealable pistols don't use magazines and aren't affected.
You can't go past the maximum ammo, so #5 is redundant for some weapon types. There are other mods out there for cheaty amounts of ammo.
Starting ammo and looted ammo uses the same variable, a limitation.
95% of the testing was in Freelancer, at low mag counts there may be impossible Escalations or something idk.
My Other Mods:
Disable Crosshairs