Didn't really have a problem with ammo during the tests, never got into in a badly outnumbered situation though.
How Will 12 V 12 Effect Ammo Dependant Builds?
Started by TehSBGX, Jul 12 2013 05:46 PM
25 replies to this topic
#21
Posted 13 July 2013 - 03:15 PM
#22
Posted 13 July 2013 - 03:21 PM
Hmmmm so a lot of people are saying it won't be neccesary but some guys have mentioned it will. Maybe I jumped the gun on this topic >.< waiting a month or so after 12 v 12 is fully implemented will probably give enough info on whether it should be increased.
#23
Posted 13 July 2013 - 03:50 PM
Take lasers as back ups, problem solved.
#24
Posted 13 July 2013 - 03:52 PM
Your team will either kill them or be killed before most builds near ammo expenditures. Usually.
I expect a good LRM boat active on the trigger to run dry fast though.
I expect a good LRM boat active on the trigger to run dry fast though.
#25
Posted 13 July 2013 - 05:08 PM
It not gonna affect ammo dependant build, cause you are not gonna 1 vs 12 and kill them all with your gun
#26
Posted 14 July 2013 - 04:13 AM
Deathlike, on 13 July 2013 - 07:45 AM, said:
The only ammo change that I would advocate is increasing the # of SRMs in 1 ton of ammo from 100 to 120... primarily because of how nice it fits number-wise with respect to # of shots. Otherwise, I'm not entirely sold with any other suggestions.
SRMs are still set at their canon table top values for missiles per ton even though most of the other ammo counts were boosted.
I would see no issues with boosting SRM ammo values this could even be used as an additional balance point if streaks were kept at 100 missiles per ton and SRMs boosted to 150 missiles per ton.
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