

Half Ton Ammo Packs
#1
Posted 23 October 2013 - 01:09 AM
The point of course being that you might need more than 1 ton of ammo but less than 2, which could free up some tonnage for more armor or a jump jet or something.
#2
Posted 23 October 2013 - 01:53 AM
And i think there is a very easy way to implement this without addin any UI elements, too. Namely, whenever there is less than 1 ton of free tonnage remaining on a mech, adding more ammo should result in occupying the slot (to which the ammo is added) completely, but the ammount of ammo added should correspond to remaining free tonnage. So, like, let's say i have some 0.8 tons remaining, and then i add a single machinegun, so 0.3 tons remains. As it is now, MG won't work - can't add ammo, which weighs 1 ton; but if it'd just fill these 0.3 remaining tons with MG ammo, which would be 600 shots, - then it'd be perfectly alright.
Obviously, "partially filled" ammo units would simply need to be displayed in some distinct way while in the mechlab, though. Perhaps some color change?
And, obviously, it would easily be possible to add "less than a ton" ammo for more than 1 type of weapon systems, too, - it'd simply take a bit of micromanagement like this: put the mech into desired less-than-a-ton-left state by adding something heavy temporarily, then put less-than-a-ton-of-ammo for a weapon system 1, then remove that "something heavy" and load what the mech will be actually running, and when it gets to less-than-a-ton-remaining, put that less-than-a-ton ammo for weapon system 2.
#3
Posted 23 October 2013 - 06:57 AM
#4
Posted 23 October 2013 - 08:03 AM
#5
Posted 23 October 2013 - 04:47 PM
tucsonspeed6, on 23 October 2013 - 08:03 AM, said:
I can't think of a more elegant solution really, so if that's really a concern then mitigated ammo explosions seems like the best way to handle it.
#6
Posted 07 May 2014 - 06:50 PM
Recently I noticed we now have 2 types of Missile ammo, Standard and Artemis. Clearly we can have half ton lots of MG ammo that is accurate. I could care less about AMS and do not see a point to half ton lots for other ammo but half ton MG ammo is needed, some Mech builds used it yet cannot be represented in game due to half ton ammo missing.
Please put in half ton MG ammo if nothing else.
#7
Posted 07 May 2014 - 10:26 PM
But there should be a limitation, that you can only put one "half-ton" ammo-bin per Mech-part. Otherwise you could (if you have the crit-Slots) pack all ammo in half-ton ammo-bins and would have a reduced damage, if your ammo gets hit.
Edited by Cart, 07 May 2014 - 10:31 PM.
#8
Posted 08 May 2014 - 07:28 AM
Cart, on 07 May 2014 - 10:26 PM, said:
But there should be a limitation, that you can only put one "half-ton" ammo-bin per Mech-part. Otherwise you could (if you have the crit-Slots) pack all ammo in half-ton ammo-bins and would have a reduced damage, if your ammo gets hit.
That's largely a potential problem because item health in crit slots is really unbalanced, you shouldn't have ammo packs that are as durable as a 12 ton autocannon, that is stupid beyond belief.
#9
Posted 08 May 2014 - 07:41 AM
#10
Posted 08 May 2014 - 09:45 PM
Cart, on 08 May 2014 - 07:41 AM, said:
That's a horrible analogy.
Also,
Merchant, on 07 May 2014 - 06:50 PM, said:
Please put in half ton MG ammo if nothing else.
Having a half ton of SRM or AC ammo could really make a difference in some builds, I want to stress that if half-ton packs are introduced it should be an option for every type of ammo, except for AC20 shells maybe.
Edited by Pjwned, 08 May 2014 - 09:51 PM.
#11
Posted 08 May 2014 - 09:56 PM
Pjwned, on 23 October 2013 - 01:09 AM, said:
The point of course being that you might need more than 1 ton of ammo but less than 2, which could free up some tonnage for more armor or a jump jet or something.
I like to be careful about changing original BattleTech rules but this idea wouldn't be the end of the world. Perhaps only for Machine Gun and AMS ammo perhaps. I can't stand leaving the 'Mech lab with unused weight and almost never do although once in a while I'll accept a 0.1 ton loss.
#12
Posted 08 May 2014 - 11:28 PM
Pjwned, on 08 May 2014 - 09:45 PM, said:
What I meant is, that a single machine-gun or LBX-Bullet shouldn't be able to let an ammo-bin explode. Both of them are dangerous enough right now, because of their crit-chance. If you would now lower the health of ammo-bins, they both could easly start impresseive chain-reactions with just some bullets...
Edited by Cart, 08 May 2014 - 11:28 PM.
#13
Posted 09 May 2014 - 07:43 PM
Pjwned, on 08 May 2014 - 09:45 PM, said:
That's a horrible analogy.
Also,
Having a half ton of SRM or AC ammo could really make a difference in some builds, I want to stress that if half-ton packs are introduced it should be an option for every type of ammo, except for AC20 shells maybe.
Well, half ton MG is canon and used in some Stock Builds. I could see half ton MG easy, 1000 shots per ton.
AMS, I am not concerned if it gets half ton.
Anything else, not too keen on especially AC given how popular it is.
#14
Posted 10 May 2014 - 02:49 AM
Cart, on 08 May 2014 - 11:28 PM, said:
I'm not saying that ammo should instantly explode just from getting scraped a bit but when those ammo packs are just as durable as all but the most massive of weapon systems that's really dumb, I don't remember the last time I've had an ammo explosion because of this.
Quote
They're really not that dangerous actually and it's largely because item health in crit slots is stupid. I would even call for a rework on how critical hits work but I also know that's asking way too much.
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Good, that's kind of what they're designed for, so if you stuff a bunch of ammo packs in 1 spot and it gets exposed you should be actually worrying about the consequences instead of not caring due to crit stuffing or just having the component destroyed anyways.
Either way though the thread is about half-ton ammo packs.
Merchant, on 09 May 2014 - 07:43 PM, said:
AMS, I am not concerned if it gets half ton.
Anything else, not too keen on especially AC given how popular it is.
I understand that half ton MG ammo is canon but I don't see why it needs to be limited to just that; if ACs were to not get half-ton ammo packs then at the very least SRMs and LRMs should get it as well as MGs. Hell, I'd like half a ton of NARC ammo too because 12 shots usually isn't enough but 24 is often too many.
#15
Posted 10 May 2014 - 08:37 PM
So:
MG
AMS
AC2
NARC
Streak
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