How Will 12 V 12 Effect Ammo Dependant Builds?
#1
Posted 12 July 2013 - 05:46 PM
What do you guys think?
#2
Posted 12 July 2013 - 06:00 PM
During the 12 v 12 tests it actually seemed like I ended up with more ammo at the end of matches.
#3
Posted 12 July 2013 - 06:00 PM
#4
Posted 12 July 2013 - 06:02 PM
RetroActive, on 12 July 2013 - 06:00 PM, said:
During the 12 v 12 tests it actually seemed like I ended up with more ammo at the end of matches.
Yep this. It seemed to work out to me too. Remember that it's not you v 12.
#5
Posted 12 July 2013 - 06:07 PM
Cry for more ammo after a month if you feel you need it. I don't think you will.
#6
Posted 12 July 2013 - 09:01 PM
#7
Posted 12 July 2013 - 09:10 PM
#8
Posted 12 July 2013 - 09:15 PM
#9
Posted 12 July 2013 - 10:06 PM
#10
Posted 12 July 2013 - 10:19 PM
Ralgas, on 12 July 2013 - 10:06 PM, said:
My quad AC/5 Cataphract will be sad.
WHERE IS MY BALLISTIC ASSAULT?
#11
Posted 13 July 2013 - 07:45 AM
#12
Posted 13 July 2013 - 08:14 AM
P.S.:I beleave they should increase ammo per tone to TTx2 since the rase the armor to TTx2 regardles of 12vs12
#13
Posted 13 July 2013 - 08:18 AM
TehSBGX, on 12 July 2013 - 05:46 PM, said:
What do you guys think?
I don't see an issue with ammo.
Right now, do you take enough ammos to kill 8 mechs?
Of course not, because you won't kill all 8 enemy mechs all by yourself. The amount of ammo you take is dictated by experience of past matches, and the total number of enemies is irrelevant to that. And there's no reason to think a 12v12 will last significantly longer than a 8v8.
#14
Posted 13 July 2013 - 08:20 AM
#15
Posted 13 July 2013 - 08:29 AM
One Medic Army, on 12 July 2013 - 10:19 PM, said:
WHERE IS MY BALLISTIC ASSAULT?
They refuse to make a ballistic assault because they can't figure out how to fix convergence and lower the heat cap.
The Victor should have been able to mount at a minimum 2 Gauss based on passed hardpoint translations to MW:O, they purposely gimped it.
#16
Posted 13 July 2013 - 12:38 PM
That is why respawn is needed... so bad players dont automatically cause your team to lose and so good players can respawn and by consistently playing good can turn the tide of a fight.
#17
Posted 13 July 2013 - 12:47 PM
Khobai, on 13 July 2013 - 12:38 PM, said:
That is why respawn is needed... so bad players dont automatically cause your team to lose and so good players can respawn and by consistently playing good can turn the tide of a fight.
Before we go the respawn route, and by the way, the word respawn is terrible to use in this context by the by; I'd like to see them scale back damage first.
And no that doesn't mean nerf every weapon. I mean make it harder to insta-gib even a heavy mech.
If we could slow damage, limit the alpha heavy battles we have now, and move towards chain fire being the bread and butter with alpha being the "BOOM" to finish a fight...we might not need to worry about a mechanic to play multiple times in one game.
There needs to be a reason to want to shoot an arm off, or shoot to take out a weapon cluster. The problem is we ALL go center torso immediately.
If games were more drawn out, maybe losing one guy isn't as big of a deal because skill has a longer time to assert itself.
But if they refuse that, then I suppose I'm ok with some kind of drop ship mode as they'd alluded too, or MAYBE a repair deck (but repairing mid fight is VERY out of place in Battletech/mechwarrior).
I also think we really need to get to where the only way to win isn't standing on a square or blowing each other to hell. Having real mission objectives and dynamic game play could fix this problem too.
I don't want to jump directly to a respawn mechanic if we can avoid it.
Edited by Nicholas Carlyle, 13 July 2013 - 12:48 PM.
#18
Posted 13 July 2013 - 12:56 PM
More mechs seems to mean more targets, and that means for fast firing weapons like the UAC5/AC5 you need more ammo to capitalize on this, or they just become dead weight about halfway through the match.
For example - I run 5 tons of UAC5 ammo in my HGN 733C (2x UAC5's), and was running dry quickly, wheras in 8 mans I rarely if ever run out.
Edited by Monky, 13 July 2013 - 01:04 PM.
#19
Posted 13 July 2013 - 01:17 PM
Monky, on 13 July 2013 - 12:56 PM, said:
More mechs seems to mean more targets, and that means for fast firing weapons like the UAC5/AC5 you need more ammo to capitalize on this, or they just become dead weight about halfway through the match.
For example - I run 5 tons of UAC5 ammo in my HGN 733C (2x UAC5's), and was running dry quickly, wheras in 8 mans I rarely if ever run out.
That's part of it, also sounds like your teams were perhaps not carrying their weight.
When I PUG there are two versions of my mechs. And both versions carrying the same amount of ammo.
One version of my mech is when I'm with a good team and I'm lucky to go through half my ammo because things die quickly.
The other version of my mech (mind you same amount of ammo), runs out of ammo because our team isn't focus firing and I'm putting down a lot more damage then is necessary to kill a mech in todays game.
#20
Posted 13 July 2013 - 01:32 PM
Nicholas Carlyle, on 13 July 2013 - 01:17 PM, said:
That's part of it, also sounds like your teams were perhaps not carrying their weight.
When I PUG there are two versions of my mechs. And both versions carrying the same amount of ammo.
One version of my mech is when I'm with a good team and I'm lucky to go through half my ammo because things die quickly.
The other version of my mech (mind you same amount of ammo), runs out of ammo because our team isn't focus firing and I'm putting down a lot more damage then is necessary to kill a mech in todays game.
I think a major issue is just how sustainable AC5/UAC5 firing is really, 2-4 of them aren't likely to overheat you unlike AC2's, and they get less than half the ammo that an AC2 gets. It may need to be reviewed on a case by case basis.
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