The number of ammo rounds a weapon's magazine holds.

> Reload Time: |AMOUNT|s

> Ammo Maximum: |AMOUNT|

> Ammo from Pickups: |AMOUNT|

Ammunition (or ammo for short) describes the variety of bullets, bolts, slugs, cartridges, batteries, and more that enable all Primary and Secondary weapons to be fired. The only weapons that do not use ammo are Melee weapons.

Remaining ammunition for the currently active weapon is indicated in the bottom right corner as two numbers with a divider between them. On the left side, the number indicates how much ammo is currently loaded inside the weapon's magazine. On the right side of that division, the number indicates how much more of that type of ammo the player is carrying.

Magazine Capacity[]

Weapons have a magazine capacity or clip size that limits their ammo expenditure. Weapons can load ammo up to their magazine size; after shooting the whole magazine, the weapon must be reloaded. Because reloading takes time, a low magazine size can significantly reduce the sustained DPS of a weapon in relation to its expected burst DPS.

Note that Magazine Capacity bonuses do not affect weapons that pull ammo directly from their reserve pool like Bows and Epitaph Epitaph.

Increasing magazine capacity[]

Decreasing magazine capacity[]

Conclave mods[]

In addition, there are some Conclave Sigil BlackPvP-exclusive mods which affect magazine size:

Ammo Maximum[]

For a list of max ammo counts of all weapons, see Weapon Comparison.

Ammo Maximum refers to the amount of maximum ammunition that can be carried. Enemies do not track or run out of ammunition, though their weapons do have a magazine size and they must reload accordingly.

Ammo Maximum has no effect on weapons that lack an ammo pool, such as Battery Weapons and Archguns in Archwing or held by Necramechs.

Ammo Pickup[]

Ammo Pickup refers to how much ammo is obtained from pickups.

Area of Effect Weapons tend to have lower base Ammo Pickup than normal.

Drop Chances[]

Chance to drop Primary or Secondary Ammo scales with squad size[1]:

  • 1 player squad = 45%, or 60% in Landscapes
  • 2 player squad = 37.5%, or 52.5% in Landscapes
  • 3 player squad = 30%, or 45% in Landscapes
  • 4 player squad = 22.5%, or 37.5% in Landscape

Eximus are guaranteed to drop either a Primary or Secondary Ammo, each having the same chance of dropping.

Primary[]

RifleAmmo

Secondary[]

PistolAmmo

Heavy[]

HeavyAmmo

Universal Ammo Pack[]

UniversalAmmo
  • Blue lighting with red or blue accents.
  • Refills 1x Ammo Pickup of all weapon types, but does not reset Archweapon Deployer cooldown.
  • This type of ammo is not encountered in standard gameplay and only available in Arena missions, the Conclave or the Simulacrum. In these situations, the pickup will have blue accents.
  • Not to be confused with the Omni Ammo Box gear.

Increasing Ammo From Pickups[]

All ammo types have a corresponding Aura mod; these are the scavenger mods, which can be equipped to increase the amount of ammo received when picking up an ammo pack.

All weapons can equip a mutation mod for their respective ammo type. Ammo mutation mods convert the ammo packs of other weapon types into those for the active weapon, as long as the other ammo pool is full.

Sources of Ammo[]

DispensaryModx256 Dispensary130xWhite
3
EnergyOrb75
Dispensary

Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb.

Introduced in Update 28.0 (2020-06-11)

AbilityStrengthBuff Strength:10 / 15 / 20 / 25 % (extra pickup drop chance)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc:

2 s (pickup spawn interval)100 HP (empowered health orb restore)1x (universal ammo pack restore)

1 (limit of active caches)

Subsumable to Helminth

Info

  • Protea expends EnergyOrb75 energy to unfurl the supply cache from her utility belt in front of her. The Dispensary hovers in place for AbilityDurationBuff10 / 15 / 20 / 25 seconds. After being deployed, the supply cache warps in Pickups one by one every 2 seconds in the following sequence: an Empowered Health Orb that restores 100 Health points, a Universal Ammo Pack that restores 1x Ammo Pickup for the currently equipped Weapon, and an Energy Orb. This rotating sequence will repeat until the Dispensary's duration expires. If all previous pickups of a given type have not been collected when the Dispensary attempts to warp in a new copy, that attempt will be skipped. Each pickup type has a AbilityStrengthBuff10% / 15% / 20% / 25% chance to drop a second copy when first warped in and on each replenishment. Only 1 Dispensary may be active at once.
    • Each individual pickup type will replenish once every 6 seconds as the Dispensary rotates through them. Empowered Health Orbs will attempt to spawn at 2, 8, 14, 20... seconds after deployment, Universal Ammo Packs will attempt to spawn at 4, 10, 16, 22... seconds after deployment, and Energy Orbs will attempt to spawn at 6, 12, 18, 24... seconds after deployment.
    • Deploying animation speed is affected by Casting Speed.
    • Pickups are arranged in a triangular formation around the cache, spawning from the top of the cache then dropping to the ground below.
    • Empowered Health Orb health restore value is used as base value for mod interactions, such as Mod TT 20px Equilibrium and Mod TT 20px Mending Shot, though not Mod TT 20px Synth Fiber for Companions.
    • Universal Ammo Pack restores Atmospheric Archgun ammo upon collection. However, it does not affect the Archgun Deployer cooldown in the Gear menu.
    • While deployed, the Dispensary's location is indicated on the minimap using its ability icon.
    • Deploying a new Dispensary will remove the current one.
  • Pickups produced by the Dispensary are individual instances per player. If one player picks up an item, it will only disappear for that player while other players can collect their instances at their leisure.
    • Pickups are still subject to squad-wide pickup count limit and will despawn from the oldest to the newest after the limit is reached.
    • Pickups are replenished one by one according to the aforementioned drop sequence, if multiple pickups were collected by the same player.
  • Can be recast while active to deploy a new Dispensary while removing the active cache, dropping multiple new pickups at a different location.
  • Casting Dispensary is a full-body animation that allows movement.
  • Dispensary is an invulnerable object that hovers in the air where Protea deploys it.
    • Protea will deploy the Dispensary toward the direction her character model is facing at the end of the casting animation.
    • Supply cache despawns by folding back into its compact form and teleports back to Protea's utility belt.
  • Dispensary supply cache uses a custom model that resembles a floating and rotating vase, opening up its three petals to reveal a floral design. Each petal moves in an up and down motion, producing energy lights individually and in unison when spawning pickups. A pollen cloud visual effect bursts upward as a pickup is spawned.
  • Subsuming Protea to the Helminth will offer Dispensary and its augments to be used by other Warframes.
    • However, Subsumed Dispensary's duration is reduced to AbilityDurationBuff5 / 7.5 / 10 / 12.5 seconds.

Augment

RepairDispensaryMod
Main article: Repair Dispensary

Repair Dispensary is a Warframe Augment Mod/Exilus Mod for ProteaIcon272 Protea that causes Dispensary130xWhite Dispensary to drop special pickups that heals Companions and reduces their respawn timer.

Repair Dispensary

Tips & Tricks

  • Place a supply cache before engaging enemies to give it time to produce a set of pickups.
  • Place near static objectives to resupply quickly while defending.
  • Jump and place the supply cache high in the air, out of reach from the ability canceling effects of special enemies (e.g. Nullifier Crewman). Pickups will rain down from above and stay put where they land.
  • Recast the Dispensary after it has produced a set of pickups to create another set. Spread the placements apart to cover the area in useful supplies.
  • Utilize Protea's passive for a chance to create more pickups per supply cache.
  • Mod for Ability Duration to keep the cache active longer. Pickups collected by you and your team will have more time to be replenished by the active Dispensary.
  • Activate TemporalAnchor130xWhite Temporal Anchor and place a supply cache to completely recover its energy cost once Protea rewinds, while producing more Energy Orbs for later use.
  • Universal Ammo Packs are one of the only methods to resupply for Atmospheric Archguns, allowing you and your team extended usage of these heavy weapons.
    • This also makes Protea a viable way of effectively leveling these weapons without having to go to Archwing maps, as long as she can spare some Gravimags to do so.
  • Empowered Health Orbs can be an excellent source of energy with Mod TT 20px Equilibrium, giving 110 energy for each one on max rank, due to the health orb providing 100 health.
    • This can benefit any Warframe that could use more energy.

Bugs

  • Using this ability inside The Index has the potential to stop all Energy Dispensers from spawning energy orbs for the rest of the match, for all players.
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TransmutationProbeModx256 TransmutationProbe130xWhite
3
AbilityDurationBuff10
Transmutation Probe

Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and ammo pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces other ability cooldowns by one second.

Hold to imbue the next ability cast with DmgElectricitySmall64Electricity.

Introduced in Update 29.6 (2020-12-18)

AbilityStrengthBuff Strength:100 / 150 / 200 / 250 /s (DmgElectricitySmall64 Electricity damage per second)
100 / 150 / 200 / 250 /s (imbued elemental damage per second)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:3 / 4 / 5 / 6 m
EnergyOrb Efficiency:

1.5 s (Cooldown Reduction per enemy shocked)

Misc:

15 m/s (probe speed)3 s (probe duration)

DmgElectricitySmall64 Electricity and imbued elemental status proc per second

0.5 s (halt delay)25 HP/EP (Universal Orb restore)

1x (Universal Ammo restore)

Info

  • Lavos launches an advanced alchemical apparatus toward the direction of the aiming reticle. The Transmutation Probe is an invulnerable floating device that travels at a speed of 15 meters per second, lasting for 3 seconds, as it emits a field of electrical currents spanning a AbilityRangeBuff3 / 4 / 5 / 6 meter radius. Enemies within the electric field receive AbilityStrengthBuff100 / 150 / 200 / 250 DmgElectricitySmall64 Electricity and AbilityStrengthBuff100 / 150 / 200 / 250 Imbued Elemental damage and status effects per second; for each enemy electrocuted, EnergyOrb1.5 seconds is removed from the active cooldowns on Lavos' other abilities. Press the ability key again (default 3 ) after the ability has been active for at least 0.5 seconds, to hold the probe's position at its current location. Casting Transmutation Probe triggers a cooldown of 10 seconds after the probe expires.
    • Electric field does not require enemies to be in direct line of sight to apply damage and status effects.
    • The probe's duration timer is shown on the ability icon and must expire before the ability cooldown begins.
      • Therefore, Transmutation Probe cannot reduce its own cooldown timer.
    • Each enemy shocked may only reduce Lavos' other active ability cooldowns once per probe, not repeatedly while they stay in the field.
    • Although appearing as a floating object, the probe is affected by gravity and will drift down to the lowest available horizontal surface as it travels.
    • The probe collides with solid obstacles in the environment, stopping its movement prematurely.
    • Halting the probe by pressing the ability key again will stop the probe's movement permanently until it expires.
  • Standard Pickups on the ground that pass through the probe's field, including Health Orbs, Energy Orbs, and Ammo Packs, are transmuted into special Universal variants; Universal Orb provides 25 Health and Energy points, while Universal Ammo Pack replenishes 1x Ammo Pickup for all equipped weapons.
  • Ability Synergy:
    • Hold down the ability key (default 3 ) to add DmgElectricitySmall64 Electricity damage to Lavos' mixing vial at no cost, as the Imbued Elemental damage type for his next ability cast.
    • Transmutation Probe reduces all active cooldowns on Lavos' other abilities, including Helminth Subsumed abilities, for each enemy it electrocuted. If enemies were electrocuted while Lavos' other abilities are in use, but their cooldowns have not yet begun, the cooldown reduction is carried over to the cooldowns.
    • DmgElectricitySmall64 Electricity status effects inflicted on enemies by Transmutation Probe enhance Catalyze130xWhite Catalyze's damage.
  • Can be cast and halted while moving or in midair. The probe will descend in a diagonal glide to the ground.
  • Casting Transmutation Probe is an upper-body animation that allows movement while restricting other actions. Holding the probe's position does not play an animation on Lavos.
  • Nullifier Crewman and Isolator Bursa bubbles are considered solid objects that block Transmutation Probe from traveling through them.
  • Lavos visually summons the Transmutation Probe from his right hand as he throws the probe forward. The probe remains in perpetual motion rotating its upper half counterclockwise and lower half clockwise, while emitting two jets of gas for propulsion. Electrical currents forming the transmutation field encircle the probe in a similar pattern to electrons orbiting an atom. While in motion, the probe pushes a large spiraling energy force.
    • When a different element is imbued, the electrical currents adopt different appearances and energy particles representing the additional elemental damage type.
    • Transmutation Probe, gas jets, electrical currents, elemental particles, and energy force are affected by Lavos' Appearance colors.
  • Universal Orb visually appears as a pulsating, rippling orb with a diluted blue outer layer enveloping a red inner core. Universal Ammo Pack shares the same model as those produced by ProteaIcon272 Protea's Dispensary130xWhite Dispensary.
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Battery[]

Certain weapons use an auto-recharging battery instead of magazine-fed reserve ammo. When a battery weapon stops firing, there is a small delay before they automatically regenerate ammo, without the need to manually reload.

While they still benefit from magazine capacity, ammo maximum and ammo pickup have no effect on battery weapons.

Ammo Efficiency[]

Ammo Efficiency determines to the number of shots that occur before consuming ammo, hence being more "ammo efficient". For example, if a weapon has 75% ammo efficiency and each shot originally costs one ammo, every four shots will use one ammo. Sources that grant no ammo consumption for the duration of its buff can essentially be treated as 100% ammo efficiency.

Number of shots per ammo consumption = 1 / (1 - Ammo Efficiency Bonus)

Sources of ammo efficiency stack additively with each other except for EnergizedMunitions130xWhite Energized Munitions, which stacks multiplicatively.

Info

  • Expend EnergyOrb50 Energy to improve all equipped weapons' Ammo Efficiency by 75%, lasting for AbilityDurationBuff3 / 3.5 / 4 / 5 seconds.
  • This ability reduces ammo usage to 1 after every 4 shots.
    • The way this works is by dividing the ammo cost so each shot consumes a quarter of the original, and keeps track of the fractions as well.
    • For weapons with a single-round magazine like the Exergis Exergis, the round gets consumed after the 4th shot so such weapons can greatly benefit from the ability.
    • Archguns deployed via an Archgun Deployer are also fully affected by this, so such weapons with heavy ammo limits like a Grattler Grattler can also greatly benefit from the ability.
    • For bows, an arrow is used every 4 shots, but it will still have a reload delay between each shot.
    • For weapons with a magazine-emptying alt fire burst like the Nagantaka Nagantaka, the burst fire will fire as many shots as there were in the magazine at the time the burst was started, but will still consume 1 ammo after every 4 shots. So after the burst there will be ammo remaining, and the burst can be used again.
  • Stacks multiplicatively with other sources of Ammo Efficiency.
Expand/Collapse

Ammo Economy[]

Ammo Economy is a metagame measurement of how effective a weapon is in using its ammo to damage enemies. In many cases, ammo economy is considered irrelevant because a sufficient amount of ammo packs drop from fallen enemies—but there are a number of weapons with poor ammo economy which can easily cause a player to run out of ammo faster than they can replenish their stocks. It can be derived from the following calulations:

Time To Deplete Ammo = Modded Ammo Capacity Modded Magazine Size ( Modded Reload Time + Modded Magazine Size Modded Fire Rate ) {\displaystyle { \begin{aligned} \text{Time To Deplete Ammo} &= \frac{ \text{Modded Ammo Capacity} }{ \text{Modded Magazine Size} } \cdot ( { \text{Modded Reload Time} } + \frac{ \text{Modded Magazine Size} }{ \text{Modded Fire Rate} } ) \end{aligned} } } {\displaystyle {\begin{aligned}{\text{Time To Deplete Ammo}}&={\frac {\text{Modded Ammo Capacity}}{\text{Modded Magazine Size}}}\cdot ({\text{Modded Reload Time}}+{\frac {\text{Modded Magazine Size}}{\text{Modded Fire Rate}}})\end{aligned}}}

Average Shot = Modded Multishot [ ( Normal Shot ( 1 Modded Crit Chance ( mod 1 ) ) ) + Critical Shot Modded Crit Chance ( mod 1 ) ] {\displaystyle { \begin{aligned} \text{Average Shot} &= \text{Modded Multishot} \\ &\qquad \cdot [ ( \text{Normal Shot} \cdot (1 - \text{Modded Crit Chance} \pmod{1} ) ) \\ &\qquad + \text{Critical Shot} \cdot \text{Modded Crit Chance} \pmod{1} ] \\ \end{aligned} } } {\displaystyle {\begin{aligned}{\text{Average Shot}}&={\text{Modded Multishot}}\\&\qquad \cdot [({\text{Normal Shot}}\cdot (1-{\text{Modded Crit Chance}}{\pmod {1}}))\\&\qquad +{\text{Critical Shot}}\cdot {\text{Modded Crit Chance}}{\pmod {1}}]\\\end{aligned}}}

Note that mod refers to the modulo operation
See Damage#Gun Damage Per Second for full calculation

The longer it takes to deplete a weapon's ammo reserves and the higher the average damage per ammo, the better ammo economy it has.

Ammo economy is most relevant on weapons with high Fire Rate. Modding a weapon with damage mods (like Mod TT 20px Serration) increases both damage per second and damage per ammo, while increasing fire rate (through Mod TT 20px Speed Trigger) only improves damage per second. When playing missions against tough enemies that require many shots to be killed, players should consider eschewing fire rate for straight damage because of this reason.

Patch History[]

Update 33.5 (2023-06-21)

  • Fixed the ammo pickup SFX playing repeatedly due to an interaction between Vacuum and Soma’s alt-fire.

Update 32.2 (2022-11-30)

  • Ammo pickups have a brand new look!
  • Fixed the notification for ‘Primary Weapon Ammo full’ not appearing when the player is in Archwing underwater.
  • Fixed several issues related to players spawnings ammo using the Gear wheel in mission.

Hotfix 32.1.2 (2022-11-04)

  • More fixes towards ammo pickups hovering around Warframe when Spectre has more max ammo than player.

Hotfix 32.1.1 (2022-11-03)

Update 32.1 (2022-11-02)

  • Fixed Primary and Secondary ammo pickups only being picked up if the player presses reload while standing near them.

Hotfix 32.0.2 (2022-09-08)

Ammo Changes & Review:

When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.

We have restored the original values for the following weapons:

  • Basmu:
    • Returned ammo regen rate to 42/s from 10.5/s
  • Bubonico:
    • Returned ammo regen rate to 9/s from 4.5/s
    • Returned Alt fire ammo requirement to 3 from 9
  • Flux Rifle:
    • Returned ammo regen rate to 40/s from 24/s
  • Fulmin:
    • Returned ammo regen rate to 30/s from 20/s
    • Returned Alt fire ammo requirement to 10 from 15
  • Shedu:
    • Returned ammo regen rate to 28/s from 3.5/s
  • Cycron:
    • Returned ammo regen rate to 40/s from 20/s
  • Tenet Cycron:
    • Returned ammo regen rate to 40/s from 20/s

We also missed a note from Update 32, where applying Pax Charge to Kitguns was also applying Ammo Regen Rate Overrides. But similar to the above, we have since reverted that for review.

Fixes:
  • Fixed being unable to pick up universal ammo (such as ammo from ammo dispensers in the Simulacrum or Protea’s Dispensary) if the player only has a secondary weapon equipped.
  • Fixed PH tags appearing in the ammo stats in the Arsenal.

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pick Up'

Ammo drop types have been simplified to Primary, Secondary and Heavy ammo. We have eliminated the Sniper and Shotgun ammo types. ‘Ammo Pickup’ is also a new property on every weapon, it indicates the amount of ammo you get when picking up an ammo box.

We also increased base ammo pickup values as follows:

  • Primary - from 60 to 80
  • Secondary - from 20 to 40

Ammo Pickup Overrides

The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapon Ammo Pick Up Overrides

1 Ammo per Pick Up:

  • Kuva Bramma
  • Kuva Ogris
  • Kuva Zarr
  • Lenz
  • Proboscis Cernos

3 Ammo per Pick Up:

4 Ammo per Pick Up:

5 Ammo per Pick Up:

  • Carmine Penta
  • Penta
  • Secura Penta
  • Ogris

9 Ammo per Pick Up:

10 Ammo per Pick Up:

15 Ammo per Pick Up:

  • Arca Plasmor
  • Catchmoon (Primary)
  • Cedo
  • Cernos
  • Cernos Prime
  • Corinth
  • Corinth Prime
  • Daikyu
  • Dread
  • Drakgoon
  • Exergis
  • Felarx
  • Hek
  • Komorex
  • Kuva Chakkhurr
  • Kuva Drakgoon
  • Kuva Hek
  • Lanka
  • MK1-Paris
  • MK1-Strun
  • Mutalist Cernos
  • Paris
  • Paris Prime
  • Phantasma
  • Rakta Cernos
  • Rubico
  • Rubico Prime
  • Sancti Tigris
  • Simulor
  • Sporothrix
  • Sporelacer (Primary)
  • Snipetron
  • Snipetron Vandal
  • Sobek
  • Synoid Simulor
  • Strun
  • Strun Prime
  • Strun Wraith
  • Tenet Arca Plasmor
  • Tigris
  • Tigris Prime
  • Vaykor Hek
  • Vectis
  • Vectis Prime
  • Vulkar
  • Vulkar Wraith

20 Ammo per Pick Up:

40 Ammo per Pick Up:

  • Acceltra
  • Aeolak
  • Alternox
  • Astilla
  • Astilla Prime
  • Boar
  • Boar Prime
  • Gaze (Primary)
  • Ignis
  • Ignis Wraith
  • Kohm
  • Kuva Kohm
  • Miter
  • Opticor
  • Opticor Vandal
  • Stahlta
  • Tenet Tetra
  • Vermisplicer (Primary)

60 Ammo per Pick up:

  • Amprex
  • Javlok
  • Scourge
  • Scourge Prime
  • Trumna
  • Zhuge Prime

Primary Weapons with Ammo Regen Rates Overrides:

  • Basmu: From 42/s to 10.5/s
  • Bubonico: From 9/s to 4.5/s
  • Flux Rifle: From 40/s to 24/s
  • Fulmin: From 30/s to 20/s
  • Shedu: From 28/s to 3.5/s

Secondary Weapon Ammo Pick up Overrides:

3 Ammo per Pick Up:

  • Angstrum
  • Prisma Angstrum
  • Kulstar

4 Ammo per Pick Up:

  • Castanas
  • Sancti Castanas
  • Pox
  • Talons

5 Ammo per Pick Up:

9 Ammo per Pick Up:

20 Ammo per Pick Up:

  • Akbronco
  • Akbronco Prime
  • Atomos
  • Brakk
  • Bronco
  • Bronco Prime
  • Catabolyst
  • Catchmoon (Secondary)
  • Cyanex
  • Detron
  • Epitaph
  • Euphona Prime
  • Gaze (Secondary)
  • Kohmak
  • Twin Kohmak
  • Kompressa
  • Kuva Nukor
  • Kuva Brakk
  • Mara Detron
  • Nukor
  • Pyrana
  • Pyrana Prime
  • Sepulcrum
  • Sporelacer (Secondary)
  • Sonicor
  • Staticor
  • Tenet Detron
  • Tombfinger (Secondary)
  • Twin Rogga
  • Vermisplicer (Secondary)
  • Zakti
  • Zakti Prime
  • Zymos

Many weapons have also had their maximum ammo capacity adjusted.

Primary Weapons:

  • Arca Plasmor: From 48 to 50
  • Corinth: From 132 to 135
  • Gaze (Primary): From 400 to 200
  • Kuva Zarr: From 15 to 5
  • Kuva Ogris: From 30 to 7
  • Kuva Tonkor: From 60 to 11
  • Miter: From 72 to 80
  • Proboscis Cernos: From 9 to 7
  • Sporelacer (Primary): From 130 to 60
  • Tenet Envoy: From 24 to 16
  • Tombfinger (Primary): From 540 to 120
  • Vermisplicer (Primary): From 226 to 90
  • Zarr: From 84 to 60

Secondary Weapons:

  • Epitaph: From 60 to 40
  • Gaze (Secondary): From 400 to 200
  • Vermisplicer (Secondary): From 226 to 90

Secondary Weapons with Ammo Regen Rates Overrides:

  • Cycron: From 40/s to 20/s
  • Tenet Cycron: From 40/s to 20/s

We also reduced the frequency of ammo drops from enemies and made them scale with squad size.

  • Used to drop from 70% of regular enemies and 80% of Open World enemies, now they drop less frequently, with smaller squads getting more drops
    • 1p squad = 45%, or 60% in Open Worlds
    • 2p squad = 37.5%, or 52.5% in Open World
    • 3p squad = 30%, or 45% in Open Worlds
    • 4p squad = 22.5%, or 37.5% in Open Worlds

On average you’ll be getting Ammo drops half as often, but most weapons with the aforementioned increase of pickup values receive twice as much.

Eximus will now have a guaranteed drop of either Primary OR Secondary Ammo in addition to existing base enemy ammo drops.

  • Increased the chance of a Riven Sliver dropping from Eximus Units.
    • Steel Path Eximus: changed from 1% to 2% drop chance
    • Regular Eximus: changed from 0.5% to 2% drop chance
      • Note that Riven Slivers still only have a chance to drop from Eximus level 30 and over  

Made the following changes to Mods/Arcanes in light of the above ammo changes (stats shown at max rank):

  • Rifle Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
  • Pistol Ammo Mutation: Now converts Primary ammo pickups to 50% of Ammo Pick Up.
  • Shotgun Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
  • Sniper Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
  • Primary/Secondary Merciless Arcane: Removed its +100% Ammo Maximum bonus.
  • Vigilante Supplies Mod: Now converts Secondary ammo pickups to 30% of ammo pickup.
  • Mirage’s Explosive Legerdemain Augment: Increased damage dealt from proximity mines created from Ammo and Orbs pickups from 500 to 1000.

Deployable Ammo Restores now restore 1x (for small), 2x (for medium), and 3x (for large) Primary and Secondary Ammo Pick up amounts every 15s for 60s.

We’ll be keeping a close eye on how these ammo changes affect specific weapons’ performance and popularity. Expect more tweaks to these values in future updates!

Update 25.0 (2019-05-22)

  • Heavy Ammo now drops from Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion Moas, Oxium Ospreys, Ancients, Corrupted Ancients, and Corrupted Bombards.

References[]

See Also[]