

All Weapons Need More Ammo Per Ton
#1
Posted 21 March 2013 - 11:58 PM
#2
Posted 22 March 2013 - 12:20 AM

Edited by Adrienne Vorton, 22 March 2013 - 12:20 AM.
#3
Posted 22 March 2013 - 12:29 AM
.....it is taking the devs a bit longer to reach the same conclusion.
#4
Posted 22 March 2013 - 12:36 AM
#7
Posted 22 March 2013 - 12:41 AM
#9
Posted 22 March 2013 - 12:44 AM
#10
Posted 22 March 2013 - 12:49 AM
AC2 and 20 are fine. Maybe the UAC5 needs a little buff, but not too much,
#11
Posted 22 March 2013 - 12:50 AM
#12
Posted 22 March 2013 - 01:05 AM
#13
Posted 22 March 2013 - 01:12 AM
#14
Posted 22 March 2013 - 01:18 AM
Edited by jakucha, 22 March 2013 - 01:31 AM.
#15
Posted 22 March 2013 - 01:31 AM
#16
Posted 22 March 2013 - 01:35 AM
The TT comparison is garbage as a decent player can and will hit almost every shot with an AC (unless at extreme range) so damage per ton is up loads.
#17
Posted 22 March 2013 - 01:37 AM
Also, the comment about front loading damage is only partially true since lasers are just one weapon type to compare to and if you want to do a heavy alpha-range build its going to involve PPC's; because ballistics even with proper hardpoints starts to make you sacrifice a lot, so much that the front load damage build is better handled with a PPC in the mix like the 2xERPPC 1xGauss... or boated, thats also good.
#18
Posted 22 March 2013 - 01:55 AM
#19
Posted 22 March 2013 - 03:10 AM
MN03, on 22 March 2013 - 01:42 AM, said:
...............
lrms do 1.8 damage minimum per missile that hits (more with splash)
if you did 330 damage with 1080 missiles you missed with more than 70% of them.......
Hence his comment, because you really don't understand what you are talking about if you think a 70%+ miss rate means you hit with most of the missiles.
#20
Posted 22 March 2013 - 03:38 AM
For other weapons ,I am less sure these days.
Double Armour deals with two things:
1) Vastly increased damage output. Weapons deal 2 to 10 times as much damage as they were originalyl designed to. This would mean that ammo values would need to be doubled in kind with the armour.
2) But it was also incresed to compensate for the increased accuracy compared to what the original values for armour and damage were designed for. In the table top game, weapons can generally not be aimed at specific locations, the location is based on a random die roll and a table. But with such precise aiming, it would be much easier to focus your damage, and make combat really fast - often even allowing one-shot kills. Overall, this means in M:WO, weapons can be used much more efficiently than in the table top game. And that also means that you need less shots and thus less ammo to defeat an enemy mech. And for this reason, the ammo increase does not need to be as high as the armour increase.
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