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Benelli M1014 Capacity

Posted: Fri Aug 18, 2023 6:14 am
by scubasteve04
It feels like the ammo capacity of the combat shotgun in six days seems kind of low. I looked up what the marine corps uses, and they use the M1014 which is the military version of the Benelli M4. It has a tube capacity of 7 rounds, plus 1 in the chamber, plus an additional ghost load round for a total of 9 rounds. Right now with the 6 round capacity and lowering the weapon while taking fire makes this weapon seem extremely ineffective in close quarters.


Re: Benelli M1014 Capacity

Posted: Fri Aug 25, 2023 10:54 am
by Moysturizer
So standard load is:
6 shells that are -3 inch
OR
7 shells that are ~2.75 inch shells

Going from the 6 (3") to 6+1 seems easy and quick enough, but the +1 ghost load and then the +1 chambered seems hard and time consuming in combat. Fiddling around while in a hostile zone for the ghost load seems a poor use of time when your squad is depending on you. I worry there will be a lot of players obsessed with having 6+1+1 all time from past personal FPS behavior.

Re: Benelli M1014 Capacity

Posted: Sat Aug 26, 2023 10:44 pm
by scubasteve04
The marine corps use 2 3/4 inch shells, so that is 7+1 is a standard load. Ghost loading is unwieldy but still doable before you enter combat. 6 round total capacity in game (5+1) is the civilian M4 capacity.

Game needs to have an 8 round capacity, and I you want to model ghost loading, then have you start with 9 total and only able to reload normally up to 8.

Re: Benelli M1014 Capacity

Posted: Mon Aug 28, 2023 10:28 am
by AmperCamper
Hey guys,

Apologies for missing this. Let me circle back to the team with this feedback. Thanks!

Re: Benelli M1014 Capacity

Posted: Fri Sep 01, 2023 11:18 am
by BobTank63
scubasteve04 wrote: Sat Aug 26, 2023 10:44 pm The marine corps use 2 3/4 inch shells, so that is 7+1 is a standard load. Ghost loading is unwieldy but still doable before you enter combat. 6 round total capacity in game (5+1) is the civilian M4 capacity.

Game needs to have an 8 round capacity, and I you want to model ghost loading, then have you start with 9 total and only able to reload normally up to 8.
"doable before you enter combat" implementing a "ghost shell" mechanic that will only be relevant at the start of a round seems like a waste of dev resources tbh. I do agree the shell load should be upped to 7+1.