mainer
Venatus semper
No, just hit "T" to change ammo types with a slight animation delay. Most ranged weapons have 2 ammo types, one that's more effective against organics (and sometimes have an incendiary effect), and one that's better at armor piercing which is more effective on robotic type enemies. It's still tricky when facing certain cyborgs, which are both mechanical and organic, or when facing a mix of both types (organic & robotic). Stealth, observation, and getting the first shot are critical at times, and when all else fails toss a grenade (frag, gas, or emp) and run like hell.Do you have to fiddle about when changing these things? That was one of the main design flaws in FC6, who the heck wants to be scanning enemies to see which type they are so you know which ammo type works best against them—and then futz with your weapons to find and equip said stuff Oh yeah, when you're done, that enemy has gone behind cover and there's a diff type charging in your direction!
One good thing, at least for KB&M users, is the ability to change key bindings in the options menu. Some are locked, but even with those you will most times have the option to assign a secondary key, so you can configure the controls to your preferences.
If this were a newly released game, and not a remake, I'd definitely be frustrated, as inventory management is one of my big things in gaming (I think I did a post about inventory management a couple of years ago). The method SS employs, which is a limited space inventory, is my least favorite. But it's a design choice by Nightdive to stay true to the original SS.Ugh again, I don't even play those casual sliding puzzle games. In my employed life, we rented extra external warehouses when we needed more temp inventory space. I so much prefer the 'loadout' and 'max' inventory systems—choose which 3 'bags' you want …eg ammo bag, syringe bag, rockets bag… and you get max 4 grenades, max 30 pistol ammo, etc—which achieve the same objectives without taking me out of the gameplay via unnecessary complication.
I tend to keep everything, or at least have a storage place, so there are some tough choices to make (even as early in the game that I am). But you have some options. The first being that there is something called a "cargo lift" on each level. I functions much like a "dumb waiter" would function, storing & transferring anything you put into it to another level. You do have to discover each cargo lift to have access to that equipment, and the space is only about 1/3 the size of your inventory.
You can also drop anything and have it remain where you dropped it without worrying about it disappearing. So my method is to drop things I want to keep (and won't fit in the cargo lift) at the same location as a cargo lift so that I can find them again, rather than just randomly dropping them. It's not a perfect scenario, but it functions when using a basically older system of game mechanics.
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A word or caution about difficulty for those considering this game. When you start the game you can set the difficulty (easy/normal/hard) for combat, cyberspace, and puzzles (electrical panels). While each has its own difficulty setting, once you chose and start the game, you're locked in. There is no changing difficulty after that. If you want to change, you have to start a new game. I've already done that once, fortunately it was very early in the first level.