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12V12's And Ammo


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#101 Kaldor

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Posted 08 August 2013 - 06:14 AM

View PostProfiteer, on 07 August 2013 - 02:38 PM, said:

OLD: I'm in a good 4-man in 8 vs 8. Our 4 pugs are terrible and do little. Our 4-man has to put out enough firepower to kill 8 mechs.
NEW: I'm in a good 4-man in 12 vs 12. Our 8 pugs are terrible and do little. Our 4-man have to put out enough firepower to kill 12 mechs.


This, exactly

View PostCabusha, on 07 August 2013 - 02:42 PM, said:

I've been running 4 tons of ac20 ammo for months now in my wang, and it does just fine in 12 man. Normally I either lose the arm early or finish the match with a round or 2 to spare. Feels fine.


I agree, AC20 does fine with 4 tons. Doubling ammo would really add that much to the 20. However, mechs that rely on the smaller caliber ACs are at a huge disadvantage. See my reply below please.

View PostJoseph Mallan, on 07 August 2013 - 02:53 PM, said:

Ammo is suppose to be limited, an run out in battle if not used wisely. Why do you think Mercs in Canon preferred energy rich builds.


Im tired of the "canon" arguments. JFC, we are so far away from canon now, you can stop with that argument any day now.

View PostLevi Porphyrogenitus, on 07 August 2013 - 03:48 PM, said:

TT stock builds usually bring 1 or maybe 2 tons of ammo per gun or launcher ....
/snip holy wall of text


Levi, you hit the crux of the issue pretty much head on.

View PostJoseph Mallan, on 07 August 2013 - 04:03 PM, said:

Simple fix reduce armor t 150%. Problem solved.


Yeah, I seen your later post about being sarcastic, but really? Why even put that out there.

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My take on ballistics and why they need doubled ammo has always been this:

In canon the ammo counts were balanced against the armor. We now have doubled armor. It takes twice as many shots to kill a mech. Doesnt matter if you have a "team" you can depend on. I very seldom run a pure ballistic build anymore unless Im running in a group. I dont consider a PUG group to be a "team". Most of them are too busy with their helmets and licking the windows on the short bus.

Ballistics have travel time, you have to lead them, and the convergence can get screwed up quite easily. They helped travel time alot, so its less of a factor. You still have to lead your targets though and because of this, convergence can get really screwy when your aiming at a target 200m away, but your reticule is targeting (read convergence is set at) the ground at 500m.

In spite of what most people think, ballistic builds still can have heat issues. Look at the Jagers and Phracts for evidence. Mechs that are designed to run 3-6 ballistic weapons. They will over heat very easily. An Ilya with 3 UAC5s, a Jager with 4 ballistic weapons (4 AC2s, or 2 AC2s & 2 AC5s), or a Phract 4X all are prime examples of mechs that can and will overheat quite easily if you push them too hard. Especially when your adding in your 2-3 MLs to increase your damage to compete with the Alpha firing face rollers.

When you start to carry more than a pair of ACs, ammo is more of a concern. They are your primary weapon. You start and end the fight with them. When the ammo is gone, your done. Look at a Phract 4X, Ilya, and Jager DD as prime examples.

AC20s and gauss are less effected by this as they are high point damage weapons. Fire one shot and its 15/20 damage. Cover up, and fire again in 5 seconds. The guy thats running smaller calliber ACs has to take multiple shots to be as effective, and because of this they often have to fire on the move which decreases accuracy a great deal and damage is spread across multiple locations.

Lighter mechs like mediums and lights are heavily hit by the lowered ammo counts. A Hunchy with an AC20 you can get 3, maybe 4 tons of ammo, and you really have to sacrifice to build it. Cents have the same problem. They simply have to give up too much to run the big gun. You cannot sacrifice speed on a medium because you will get insta gibbed right now. Mechs like Cicadas, Spiders, and Ravens really get hosed because AC2s are really heavy, and trying to carry enough ammo to even run a single AC2 (which I consider to be worthless, AC2s need to be run in pairs) is an exercise in futility. It might be possible to run a pair of AC2s with 2 tons of ammo if ammo counts were doubled. Right now you need 3-4 tons to make a pair of AC2s run a match.

The other problem is that PPCs are still far too good. I honestly cannot find a build where a pair of PPCs does not out perform a pair of AC10s or lower. Ive tested this on mechs that have the capability to run the same build, just switching the weapons. The PPCs always out perform the ballistics, always. I ran 2 ERPPCs on a Quikdraw last night. 20 DHS and its really hard to overheat the mech, giving me excellent sustained DPS and a decent alpha from 0 to 1000m. Honestly the only thing I can find that even close to a pair of PPCs is my Phract 4X with 4 AC5s and that relies heavily on ammo count to be effective.

Energy weapons are more effective over time. They hold nearly every advantage over ballistics by the end of the game. Dont give me the "add another ton" answer. Most mechs dont have the room to spare for another ton of ammo. They are maxxed out in everyway, engine, weapons, heat sinks. Id also be willing to bet that those that give that answer run primarily energy builds, with ballistic backup.

Everyone may not agree that ammo needs to be doubled and thats fine. However, doubling ammo counts for ballistic weapons is not going to HURT anything. It will actually encourage build diversity I feel because people will need to make a smaller investment tonnage wise to run different configurations of guns, instead of being vested in a single caliber. It can also allow people to run better backup weaponry for when they do run out. Lets not forget those that want to play full on ballistic mechs can actually be effective the entire match.

#102 Mawai

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Posted 08 August 2013 - 06:22 AM

In 12vs12, with all the extra mechs on both sides, I haven't, on average, seen a large increase in ammo usage. There tends to be more mechs in each part of the field and two or three local battles tend to develop resulting in each individual engaging about the same number of opponents as in 8vs8. There will be more matches where you survive until the end and use more ammo but the average so far doesn't seem to be that different from 8vs8.

There are a couple of metrics that could be used to estimate ammo usage.
- average total time for 12vs12 compared to 8vs8. Time in play is probably a better estimate of ammo usage than number of potential targets.
- average actual ammo consumption/match/weapon

Unfortunately, both of these require the ability to acquire these metrics to have already been in place for 8vs8 so that you would have information to compare against.

#103 SirSlaughter

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Posted 10 August 2013 - 12:05 AM

After a couple days testing time I say I don't suffer from ammo shortage.

#104 Khobai

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Posted 10 August 2013 - 12:08 AM

Quote

In 12vs12, with all the extra mechs on both sides, I haven't, on average, seen a large increase in ammo usage.


Then theres no harm in increasing ammo anyway for those asking for it.

Theyll just carry around extra ammo that according to you they dont need...

#105 Ralgas

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Posted 10 August 2013 - 12:12 AM

View PostKhobai, on 10 August 2013 - 12:08 AM, said:


Then theres no harm in increasing ammo anyway for those asking for it.

Theyll just carry around extra ammo that according to you they dont need...


except then there's no real reason not to use gauss/ac/20's every cd if your team looks half competent. they certainly don't need the +50% figure a lot of people are using as a rule of thumb.

#106 Kanatta Jing

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Posted 10 August 2013 - 12:17 AM

View PostKhobai, on 10 August 2013 - 12:08 AM, said:


Then theres no harm in increasing ammo anyway for those asking for it.

Theyll just carry around extra ammo that according to you they dont need...


Funny thing, if you never run out of ammo you are carrying too much.

It's actually essential to the function of ballistics that running out of ammo is possible.

#107 MustrumRidcully

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Posted 10 August 2013 - 12:36 AM

Nope.

Anecdotical experience shows that a 65 ton Jagermech with 2 Gauss Rifles and a Medium Laser as side weapon can get 3 kills in a 12 man match. And yes, I ran out, the last target I fought was a Raven and I only had my ML - and a few team mates (I didn't get that kill, IIRC).

Only if for some reason all your team mates die early, you might need more ammo then now, but likely even infinite ammo doesn't save your ***.

#108 Elizander

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Posted 10 August 2013 - 02:51 AM

50% isn't needed. I'm thinking along the lines of a 20% increase.

#109 Ngamok

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Posted 10 August 2013 - 07:58 AM

View PostSybreed, on 07 August 2013 - 02:13 PM, said:

do energy mechs need to add another heatsink? I respect your opinion, but here, I entirely disagree.


Did mechs in lore on long missions take energy weapons primarily or ammo dependant weapons? Also, we already had ammo increased by 25% over TT. It's fine. Take energy weapons (read:PPCs) for back up.

#110 Corvus Antaka

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Posted 10 August 2013 - 08:02 AM

No.

Ammo is perfect, people are finally running out again. Theres a reason you take energy guns for backup

#111 Ngamok

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Posted 10 August 2013 - 08:03 AM

View PostProfiteer, on 07 August 2013 - 02:38 PM, said:



OLD:

I'm in a good 4-man in 8 vs 8.
Our 4 pugs are terrible and do little.
Our 4-man has to put out enough firepower to kill 8 mechs.

NEW:

I'm in a good 4-man in 12 vs 12.
Our 8 pugs are terrible and do little.
Our 4-man have to put out enough firepower to kill 12 mechs.


Blame the other 8 then.

#112 Ngamok

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Posted 10 August 2013 - 08:12 AM

View PostKhobai, on 07 August 2013 - 04:06 PM, said:


Not really. Prior to going 12v12 I used ballistics. After 12v12 is when I stopped using them because of ammo limitations.

Ballistic weapons are stars that burn the same brightness as Energy weapons for half as long. When they should be burning twice as bright for half as long. Ballistic weapons should be outright better than Energy weapons up until the point where they run out of ammo... and currently they arnt. Either that or they should just get more ammo to give them the same longevity as energy weapons.



Yeah good idea lets make alphastriking kill you in one less volley. Im sure that will completely fix the game. Because everyone likes dying in 3 hits instead of 4 hits. And mediums would love to die in 2 hits.



I dont think heat is even the problem. IMO its the fact PPCs are 2000m/s and can instahit even lights and mediums effortlessly from long range. Back when PPCs were 1200m/s, lights and mediums could dodge them easily enough, and they were the natural counter to PPC toting mechs. I would like to see a projectile speed decrease on PPCs just to see how that changes things.

I would also like to see an increase in projectile speed on the AC/5 and AC/10. The AC/20 projectile speed could probably use an increase too, but since its mostly shot at short range, it doesnt need it as much.


Take PPC speed back to CB value of 1200m/s.

#113 FupDup

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Posted 10 August 2013 - 08:15 AM

View PostNgamok, on 10 August 2013 - 08:12 AM, said:


Take PPC speed back to CB value of 1200m/s.

I'm all for slowing down the PPC, but there might be some unintended consequences if we make it match the speed of the Gauss Rifle...

#114 Relic1701

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Posted 10 August 2013 - 08:18 AM

None of my ammo using mechs have added ammo, in fact many is the time I've been accused of not taking enough, but I have always played by the motto 'Learn to take the shot.....not every shot'

#115 Ubikjam

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Posted 10 August 2013 - 08:43 AM

I was worried about ammo on 12v12, but i think it works fine now i've tried it.

Does hurt ballistic meds though which is a shame.

#116 ApolloKaras

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Posted 10 August 2013 - 09:16 AM

View Postskalapunk, on 07 August 2013 - 02:10 PM, said:

Obviously, ammo goes a lot distance with 12 enemies to kill. Does anyone else feel like slightly more ammo per ton would be a step in the right direction?



I carried no more than 4 tons of Gauss ammo in an 8 man, so far I haven't seen the need to add more than that...

#117 Wolfways

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Posted 10 August 2013 - 09:57 AM

I always carried more than "just enough" ammo in 8v8 matches and in 12v12 i have ran out a couple of times, but then i realised that i never used my ML's, instead just using the AC's all the time. So now i use the ML's more and rarely run out of ammo (and don't have wasted weight).
I feel that if i run out of ammo it's because i built my mech wrong.

But if PGI decide to add more ammo then i'm fine with it. I'd also be fine with real DHS...

Edited by Wolfways, 10 August 2013 - 09:58 AM.


#118 Zervziel

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Posted 10 August 2013 - 10:36 AM

I don't worry too much about ammo. Hell with the people I find myself against, I'm more likely to end up with the ammo and have my gun arm gone.

#119 Jman5

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Posted 10 August 2013 - 11:08 AM

This whole argument makes zero sense. Even if it were true, the idea that people can't find an extra ton on their mech is ridiculous. Downgrade your engine: voila. Removing a single heatsink will not make or break your build. Find some armor to shave off half a ton.

People just want a buff for their mechs without having to sacrifice anything.

Edited by Jman5, 10 August 2013 - 11:22 AM.


#120 Deathlike

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Posted 10 August 2013 - 01:50 PM

View PostJman5, on 10 August 2013 - 11:08 AM, said:

This whole argument makes zero sense. Even if it were true, the idea that people can't find an extra ton on their mech is ridiculous. Downgrade your engine: voila. Removing a single heatsink will not make or break your build. Find some armor to shave off half a ton.

People just want a buff for their mechs without having to sacrifice anything.


This is less likely to happen on a light or medium. It is much more viable as you get bigger.

It was fine running a Jenner-K with an ASRM4 in 8v8... at this point it's simply better to go full out energy.





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