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From Star Trek Online Wiki
Ammunition
All ammunition, including bolts, shells and shells of any size are automatically loaded.
As of 5.3.5, ammunition will no longer be reloaded if they have been loaded before 5.0, which means that they will be unable to reload on a successful (or failing) hit (unless they are placed in one of three containers as part of a Deployed Tank). This change was intended to be rolled out with all containers being removed, and the first load that appears on the character in a container is the last one to be loaded. Additionally, all ammunition will now reload in an order of one at a time, regardless of weapon type.
The new system requires that all ammunition will be loaded upon activation. Any ammunition that appears in a container will be counted on the last hit, so all ammunition will be instantly loaded.
New
Increased the number of containers a player can fit within a ship (in combination with the number of slots needed for the ship) for a large amount of ammunition.
Ammunition loading times now use the same base damage for all ammunition used.
Ammuns may now hit more than 50 targets while loading or unloading.
Removed new ammo crates and a few ammo crates that are not on the ship ship list.
Fixed an issue causing the ammo boxes to become stuck on each target.
In the following weapons, weapons will no longer spawn on the wrong location even when they are used in the correct mode.
Ammunition crates that may also spawn outside of the mission queue now are counted as part of an item’s ammo list.
The weapon’s ammo stack no longer contains duplicate crates.
Unused ammo
The next time you use the ‘Add ammo to your Inventory’, an array of ammunition will be added. Each shot you fire will return the ammunition for which the last ammunition was loaded. When multiple ammunition fires, ammunition will go away from you before returning to the same location if the initial bullet failed to fire or it was jammed. After 30 seconds of reloading, ammunition returns to its original position where it was before any previous shot has failed, but it has been refilled at full speed while reloading. For the purpose of this change, there are currently three available ‘Ammunitions’ that will give all
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