HYPERNATREMA

Basics

Loadouts, inventory and resupply

Weapon sizes and capacity, the shared equipment slots, dual wielding, ammunition pools and how resupply works now.

Checked against the patch notes on .

Weapon capacity

The current inventory uses weapon sizes 1 to 5 and gives every Hunter five capacity points across two weapon slots. Quartermaster adds one point, for six. With standard capacity, a size-3 primary fits with a size-2 secondary; two size-3 weapons need Quartermaster. (Crytek: inventory slot rework)

Dual wielding is a property of the specific weapon, not something to guess from its size. Each weapon page says whether it can be paired and how much capacity the pair takes. A shortened variant or a skin doesn't automatically keep its parent's trait compatibility, reserve ammunition, sights or handling, so I check the exact variant.

Tools and consumables share eight slots

Tools and consumables share eight equipment slots, with at most four consumables from any one category (four throwables, for example). This replaced the old fixed split of four tools and four consumables. You can't carry two of the same tool.

The loadout planner checks exactly these limits.

Ammunition pools

Ammunition is grouped into supply pools, and the pool decides what refills it. The one that catches people out:

Custom ammunition is also weapon-specific. Before recommending a custom round, I check that weapon's actual compatible-ammo list (every weapon page shows it). The ammunition finder works from the same lists.

Resupply

  • Ammo crates refill eligible ammunition. Special crates, an Ammo Box and other restoration interactions are separate paths with their own rules.
  • Toolboxes refill tools, not consumables. Older guides say otherwise; under the current inventory rules (2.8) a Tool Box replenishes tools only.
  • Some custom ammunition became Scarce in 2.8, and Dolch FMJ was removed. Ammunition pages keep the scarce and retired flags from the data.

Planning a loadout

What I'd look for, in order:

  1. A way to handle routine AI quietly: a melee tool like the Knife or Dusters, or Throwing Knives.
  2. Healing, usually a First Aid Kit, and something for teammates if you play in a team.
  3. Ammunition you can sustain, given the pools above.
  4. A weapon pair that covers each other's weaknesses: long and close, slow and fast.

Leave room for scarce equipment you might find only if your route makes that likely. These are my recommendations, not rules the game enforces.