Quote:
Originally Posted by Suhiir
The "real" frequency of any weapon/equipment system use VS how often players buy/use them is always an issue in any game. The AI can be "forced" to buy them less often via the X2, X0, X1, X3 radio codes. But most players will buy what looks good or what they want. Some (most?) do so out of ignorance (they have no clue how (un)common anything is), many just like playing with the best toys, and others just plain don't care about such things and only want to win their battles so pick whatever allows them to do so.
All that said all we can do is try to model any equipment/weapon as best we can keeping in mind it's "real" effects, it's "game" effects, and it's "game balance" effects.
Talk about walking a greased high wire!
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What I was trying to get across is that they are a niche weapon at best for the time being (and the 2010-2020 timeframe in all likelyhood) and since they would be hard to differentiate from conventional cluster ammo in terms of game mechanics anyway it is not very cost effective to do so, say by using scarce weapon slots for example. The game is inhrerently inflexible when it comes to handling different types of ammunition for a given weapon.