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Ammo Explosions Should Be More Consistent But Lower Damage


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#1 PEEFsmash

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Posted 16 June 2013 - 11:29 AM

As it currently stands, when you destroy a full ton of ammo you basically have a 10% chance to just destroy the whole mech. The other day I destroyed an atlas leg, and the ammo in it exploded and destroyed the side torso then went on to destroy the CT. That is silly.

Ammo explosions should be redone to be less random and more consistent. It should do maybe 1/5 of the damage of the remaining ammo instead of 100%, and it should happen 50% of the time. If it did 1/10th of the damage and happened 100% of the time, that would also be good. This would still result in the same total predicted ammo explosion damage, but it would be consistent instead of rarely happening but meaning instant death when it does.

This would be a significant improvement to the ammo explosion mechanic.

Edited by PEEFsmash, 16 June 2013 - 11:31 AM.


#2 DocBach

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Posted 16 June 2013 - 11:46 AM

Ammo explosions are suppose to be catastrophic:

http://en.wikipedia....tastrophic_kill

....an ammunition explosion in the leg that tears through the rest of the body is just a hazard of storing ammunition in the leg.

Edited by DocBach, 16 June 2013 - 11:47 AM.


#3 Kaeb Odellas

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Posted 16 June 2013 - 11:48 AM

I wouldn't mind seeing a limit to the damage that spreads to neighboring sections. There's no reason an exploding arm or leg should be able to destroy an entire mech.

#4 soarra

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Posted 16 June 2013 - 11:51 AM

View PostDocBach, on 16 June 2013 - 11:46 AM, said:

Ammo explosions are suppose to be catastrophic:

http://en.wikipedia....tastrophic_kill

....an ammunition explosion in the leg that tears through the rest of the body is just a hazard of storing ammunition in the leg.

thats what you get for putting ammo in easy to target places.. and ammo explosions in TT did a lot of dmg

#5 Artgathan

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Posted 16 June 2013 - 11:54 AM

View PostKaeb Odellas, on 16 June 2013 - 11:48 AM, said:

I wouldn't mind seeing a limit to the damage that spreads to neighboring sections. There's no reason an exploding arm or leg should be able to destroy an entire mech.


If only there was a special piece of equipment in the game designed for this exact purpose...

#6 Kaeb Odellas

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Posted 16 June 2013 - 11:56 AM

View PostArtgathan, on 16 June 2013 - 11:54 AM, said:


If only there was a special piece of equipment in the game designed for this exact purpose...


I know CASE prevents damage from spreading from the side torso to the center, but does it do anything for limbs? Anyways, CASE or not, there is no reason for damage from an ammo explosion in an arm or leg to travel through several meters of mech internals in 2 different sections, and still completely destroy the center.

What I would like to see is the explosion send shrapnel and large chunks of mech debris flying, potentially damaging nearby mechs, with missiles flying about like fireworks. That would be fun to see.

Edited by Kaeb Odellas, 16 June 2013 - 12:01 PM.


#7 megoblocks

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Posted 16 June 2013 - 11:57 AM

View PostKaeb Odellas, on 16 June 2013 - 11:48 AM, said:

I wouldn't mind seeing a limit to the damage that spreads to neighboring sections. There's no reason an exploding arm or leg should be able to destroy an entire mech.


Other than a ton of ammo (or more, depending on what was caught up) exploding inside the mech without armor to stop said explosion...

#8 stjobe

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Posted 16 June 2013 - 12:00 PM

Actually, ammo explodes way too seldom. A crit on ammo should make it explode 100% of the time, not 10%. And yes, that should explode all the ammo in there with full force.

Just another fail of the MWO crit system...

#9 soarra

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Posted 16 June 2013 - 12:08 PM

rulebook
If a critical hit destroys a slot carrying ammunition, the
ammo there explodes. The MechWarrior automatically takes 2
Damage Points as a result of the feedback received through her
neurohelmet. In addition, the BattleMech takes damage to its
internal structure.
Calculate the total Damage Value of all ammo carried in
the slot and apply that total to the Internal Structure Diagram
(ammunition explosion damage starts the Damage Resolution
process at Step 3, as described on page 28).
A critical hit to an ammo slot only explodes the ammo in
that slot. It explodes with a force equal to the ammo’s Damage
Value times the shots remaining. Missile ammo explodes with
a force equal to the number of missiles remaining times their
Damage Value. For example, 1 full ton of machine gun ammo
explodes with a force of 400 points of damage (2 x 200), while
1 full ton of SRM 2 ammo explodes with a force of 200 points of
damage (2 x 2 x 50)

#10 Kaeb Odellas

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Posted 16 June 2013 - 12:10 PM

View Postmegoblocks, on 16 June 2013 - 11:57 AM, said:


Other than a ton of ammo (or more, depending on what was caught up) exploding inside the mech without armor to stop said explosion...


Again, most of that explosive force is going into obliterating the component the ammo is held in and sending bits of it flying every which way. There is also several tons of internal structure and components in a side torso which will absorb the rest of that force. There will also be armor stopping the blast, all that ammo is not located precisely on the shoulder joint of the arm, and the explosive force isn't going to flow into the shoulder joint like water. The CT really shouldn't be taking much damage at all.

Edited by Kaeb Odellas, 16 June 2013 - 12:10 PM.


#11 Artgathan

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Posted 16 June 2013 - 12:12 PM

View PostKaeb Odellas, on 16 June 2013 - 11:56 AM, said:


I know CASE prevents damage from spreading from the side torso to the center, but does it do anything for limbs? Anyways, CASE or not, there is no reason for damage from an ammo explosion in an arm or leg to travel through several meters of mech internals in 2 different sections, and still completely destroy the center.

What I would like to see is the explosion send shrapnel and large chunks of mech debris flying, potentially damaging nearby mechs, with missiles flying about like fireworks. That would be fun to see.


I'm pretty sure that CASE is supposed to prevent it from spreading from limbs, but I've never actually tested this. As for the travelling damage issue, it does sort of make sense (huge explosion). Damage also transfers from a destroyed leg to the corresponding side torso as well (so if I shoot off your left left then shoot it again, your LT takes damage). Weird mechanic, but that's how it works so there's a precedent for traveling damage.

I totally agree about making the explosions 'cooler' though. Right now ammo explosions aren't very satisfying - I remember there used to be sound effects for some of them (machine-gun ammo 'popped' like corn almost).

View Poststjobe, on 16 June 2013 - 12:00 PM, said:

Actually, ammo explodes way too seldom. A crit on ammo should make it explode 100% of the time, not 10%. And yes, that should explode all the ammo in there with full force.

Just another fail of the MWO crit system...


I agree that crits should be more frequent, but making them explode 100% of the time would just make everyone shoot out other player's legs / locations they suspected ammo was being stored.

#12 Buzzkillin

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Posted 16 June 2013 - 12:12 PM

View PostKaeb Odellas, on 16 June 2013 - 11:56 AM, said:


I know CASE prevents damage from spreading from the side torso to the center, but does it do anything for limbs? Anyways, CASE or not, there is no reason for damage from an ammo explosion in an arm or leg to travel through several meters of mech internals in 2 different sections, and still completely destroy the center.

What I would like to see is the explosion send shrapnel and large chunks of mech debris flying, potentially damaging nearby mechs, with missiles flying about like fireworks. That would be fun to see.


Clan CASE can be used in limbs and does not weight anything.

#13 DocBach

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Posted 16 June 2013 - 12:17 PM

Maybe we should take a step back and reevaluate our position - after all, the OP is one of the top ELO players of all time, and the game should be balanced from the top down. Only players of his caliber know what is really best to make the game better for us plebes in the ELO underhive, and if it is in his expert opinion that ammunition explosions are too damaging, they probably are.

Edited by DocBach, 16 June 2013 - 12:30 PM.


#14 soarra

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Posted 16 June 2013 - 12:26 PM

View PostDocBach, on 16 June 2013 - 12:17 PM, said:

Maybe we should take a step back and reevaluate our position - after all, the OP is one of the top ELO players of all time, and the game should be balanced from the top down. Only players of his caliber know what is really best to make the game better for us plebes in the ELO underhive, and if ammunition explosions are too damaging, they probably are.

Making Our Elo Ratings Public Would Help This Community Grow, And Help Us Better Conduc... his thread was entertaining

#15 Fabe

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Posted 16 June 2013 - 01:23 PM

Nerfing ammo explosions sounds like easy mode to me. I say keep them they way they are,if someone gets lucky and takes me out with a golden BB good for them.

#16 PEEFsmash

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Posted 16 June 2013 - 01:28 PM

View PostFabe, on 16 June 2013 - 01:23 PM, said:

Nerfing ammo explosions sounds like easy mode to me. I say keep them they way they are,if someone gets lucky and takes me out with a golden BB good for them.


Nerfing ammo explosions would make the gameplay more consistent and less random. Currently, "easy mode" is shooting someone in the leg and getting a random super critical every once in awhile. Matches shouldn't be determined in that way.

Edited by PEEFsmash, 16 June 2013 - 01:29 PM.


#17 Pater Mors

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Posted 16 June 2013 - 01:30 PM

MAKE THEM BIGGER!!

Posted Image

#18 shabowie

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Posted 16 June 2013 - 01:34 PM

If ammo explosions happened way more often (50%+), you would see more people putting ammo in side torso locations with CASE. This is the way it ought to be, still totally catastrophic without CASE.

Edited by shabowie, 16 June 2013 - 02:10 PM.


#19 Fabe

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Posted 16 June 2013 - 01:34 PM

View PostPEEFsmash, on 16 June 2013 - 01:28 PM, said:


Nerfing ammo explosions would make the gameplay more consistent and less random. Currently, "easy mode" is shooting someone in the leg and getting a random super critical every once in awhile. Matches shouldn't be determined in that way.

Ah I see you're worried about some "noob" getting luck and taking you out with a lucky shot. To bad ,the lucky ammo shot is a part of battletech and we were promised a near to battletech experience as possible from the very start . Sounds to me you just don't want something that adversely affects you in the game so you're crying for it to get nerfed.

Edited by Fabe, 16 June 2013 - 01:35 PM.


#20 Funkadelic Mayhem

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Posted 16 June 2013 - 01:40 PM

its fine the way it is!





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