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12V12's And Ammo


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#121 Purlana

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Posted 10 August 2013 - 02:03 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.


Why don't we just restore PPC to 15 heat like it should be? A few more tons worth of heat sinks won't break your build right?

Edited by Purlana, 10 August 2013 - 02:04 PM.


#122 Deathlike

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Posted 10 August 2013 - 02:13 PM

View PostPurlana, on 10 August 2013 - 02:03 PM, said:

Why don't we just restore PPC to 15 heat like it should be? A few more tons worth of heat sinks won't break your build right?


TT PPC spec is 10 heat. ERPPC is 15 heat.

10 heat is somewhat inconsequential for a PPC... ERPPC @ 15 heat will probably just have more people swapping out ERPPCs for PPCs.

That won't magically solve the problem.

Edited by Deathlike, 10 August 2013 - 02:18 PM.


#123 jakucha

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Posted 10 August 2013 - 02:23 PM

Ammo issues are more user error than anything else. Make your shots count if you can't add more ammo. My 8v8 loadouts still have plenty of ammo in 12v12.

Edited by jakucha, 10 August 2013 - 02:24 PM.


#124 Ralgas

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Posted 10 August 2013 - 02:58 PM

View PostDeathlike, on 10 August 2013 - 02:13 PM, said:


TT PPC spec is 10 heat. ERPPC is 15 heat.

10 heat is somewhat inconsequential for a PPC... ERPPC @ 15 heat will probably just have more people swapping out ERPPCs for PPCs.

That won't magically solve the problem.


the 200 meter range drop and the added min range in the swap will drastically improve brawler builds survivability though. Not a magic bullet, but things will improve on larger maps

#125 Khobai

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Posted 11 August 2013 - 02:51 AM

Quote

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


I agree 100%. Not being able to find an extra ton is ridiculous. But tonnage isnt the problem. Crit slots are. I can always free up more tonnage thats easy. Freeing up crit slots is whats hard. Because unlike TT, MWO's punitive heat system forces you to boat heatsinks... it really cuts into how many free crit slots you have left for things like ammo.

Quote

Why don't we just restore PPC to 15 heat like it should be? A few more tons worth of heat sinks won't break your build right?


Yep if youre unwilling to buff ballistics you have to nerf PPCs. Because they are way too good in comparison. Although I still insist heat isnt the problem with PPCs but rather projectile speed.

Edited by Khobai, 11 August 2013 - 02:57 AM.


#126 StandingCow

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Posted 11 August 2013 - 03:21 AM

If you are running out of ammo then you didn't build or play your mech properly. So either figure out how to re-do your build or fire more conservatively. Stop trying to have the game brought down to your level, try to raise yourself to the level of the game.

#127 Coolant

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Posted 11 August 2013 - 05:22 AM

agree with OP, put more ammo per ton....or allow 1/2 ton increments.

#128 Karenai

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Posted 11 August 2013 - 05:53 AM

How people think ammo should work: 12 enemies dead and I still have 25% ammo left.
How ammo should actually work: 8 enemies down, I now have only my lasers left and four shots on my AC/20, let them count!

It is all a choice. Either have a fast mech with ballistics and little ammo. Or a slightly slower mech with more then enough ammo. Or drop some armour from the legs, no one targets the legs anymore. Or drop some heat sinks, with ballistics you do not need them anyway.
Now it works like it should. Ballistics do more damage in a short time, but energy weapons still have power at the end of the match, while ballistics could be out of ammo.

I tend to run around at the end of the round, shooting my lonly large laser with my DDC. One torso gone, ammo spend or exploded. That is how it is supposed to go down after 12 kills and 3 TKs.

Edited by Karenai, 11 August 2013 - 05:55 AM.


#129 Sky Ferrix

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Posted 11 August 2013 - 06:02 AM

Don't want to be the one to bring up the lore, but some mech variants were designed with more energy weapons specifically for prolonged engagements or situations where logistics were limited. I feel like it gives energy weapons more purpose than just being another weapon type. (This is coming from a AC addict, just in case you feel my opinion is bias.)

Either way, I'm no gameplay expert. I suppose time will tell what the best solution is.

#130 Deathlike

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Posted 11 August 2013 - 11:10 AM

View PostRalgas, on 10 August 2013 - 02:58 PM, said:

the 200 meter range drop and the added min range in the swap will drastically improve brawler builds survivability though. Not a magic bullet, but things will improve on larger maps


It actually doesn't. Most long range combat happens at LL/PPC range. If you're taking more than 2 ERPPCs, you're probably chainfiring or group firing 2 at most...





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