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12V12's And Ammo


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#41 Joseph Mallan

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Posted 07 August 2013 - 03:31 PM

View PostKhobai, on 07 August 2013 - 03:24 PM, said:


Exactly. In 12v12 about two-thirds my team is completely useless. And I have to pick up the slack for them.


That is not a fix. Its picking the blatantly better of two choices.

Both should be equally viable choices. That is proper game design: when a player is presented with two more more choices, all choices must be equally beneficial, or they are not really choices at all.

Both are equally viable. Each has its weakness. Heat is supposed to be energy weapons Achilles heel an ammo is the other systems weakness. Its why basically every Ballistic or missile Mech has energy weapons. For when Ammo runs out.

#42 Purlana

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Posted 07 August 2013 - 03:33 PM

Heat is not really an issue if your fighting from cover, which is most of the battle....

#43 Joseph Mallan

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Posted 07 August 2013 - 03:34 PM

View PostPurlana, on 07 August 2013 - 03:33 PM, said:

Heat is not really an issue if your fighting from cover, which is most of the battle....

Then you can drop a sink or two for more ammo then! :)

#44 Purlana

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Posted 07 August 2013 - 03:35 PM

View PostJoseph Mallan, on 07 August 2013 - 03:34 PM, said:

Then you can drop a sink or two for more ammo then! :)


I don't like putting so much ammo in the torso and arms. It goes boom...

#45 FupDup

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Posted 07 August 2013 - 03:36 PM

View PostPurlana, on 07 August 2013 - 03:35 PM, said:

I don't like putting so much ammo in the torso and arms. It goes boom...

10% of the time, it works every time.

Edited by FupDup, 07 August 2013 - 03:36 PM.


#46 Arete

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Posted 07 August 2013 - 03:36 PM

I personally think ammo is fine when comparing 8vs8 to 12vs12. I don't see anyone doing particularly more damage in a match than before. Top dmg on a team is still usually about 600-800, with someone occasionally doing 1k+, but that's still as rare as in 8vs8.

This points to the fact that the amount of damage you deal in a match is about the same, which in turn means that the amount of ammo you need is the same.

I can just take an example, whichi is my 4xAC5 mechs. They have enough ammo to optimally do about 1k damage if I hit every shot while at optimum range. On a good match where I don't get focused and play the fire support role as intended I can do 700-900 dmg with it before running out of ammo. Once that happens, we've already won the game or I'm the last mech standing versus a shitload of enemies. If I had ammo left it still wouldn't make a difference.

I would however kind of support the idea if getting more ammo per ton just to offset how PPC mechs can take chances and fire potshots at long range on pure chance, while you kind of don't dare do that too much with ACs due to ammo concerns. But that's not dependant on the player count.

#47 OneEyed Jack

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Posted 07 August 2013 - 03:37 PM

View Postorcrist86, on 07 August 2013 - 03:28 PM, said:

energy weapons: Unl ammo/ high heat
Ballistic weapons: limited ammo/ low heat
Missile weapons:limited ammo/ medium heat

Ammo doesn't need a buff, players need to decide how they are going to balance their build for a long term engagement. fighting in a battlemech is about limited resources. Limited tonnage, limited heat capacity, limited speed, limited ammo. Everything should be a trade off. There is no easy solution. You should have to debate on that extra ton of ammo versus a medium laser. Choose wisely and survive the match, choose poorly and be defenseless.

If the damage per ton of ammo were properly balanced to the amount of damage that needs to be done, your words might have some meaning.

As it stands (200% armor/internals, 150% ammo), it's just so much hot air.

#48 Waelsleaht

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Posted 07 August 2013 - 03:37 PM

I believe the ammo amounts are perfect. It adds to the strategy of setting up your mech. Deciding that balance or taking the risk of not having enough even deciding if a backup weapon should be used if you run out of ammo.

I say leave it be. It's perfect as is.

#49 Khobai

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Posted 07 August 2013 - 03:37 PM

Quote

Both are equally viable. Each has its weakness. Heat is supposed to be energy weapons Achilles heel an ammo is the other systems weakness. Its why basically every Ballistic or missile Mech has energy weapons. For when Ammo runs out.


They are not equally viable or we would not be having this discussion with me telling you that I swapped out my inferior Ballistics for vastly superior ERPPCs.

Ballistics are crap right now compared to ERPPCs. That is why everyone has been complaining about the PPC meta and why PPCs have been targetted for nerfs.


Quote

Heat is not really an issue if your fighting from cover, which is most of the battle....


Exactly. There is no achilles heel for ERPPCs. I just keep my distance and snipe the crap out of you until youre dead.

Quote

I believe the ammo amounts are perfect.


Ok... even if we assume the ammo amounts are perfect, and that we like having limited ammo, it doesnt change the fact that ERPPCs are better than Ballistics in 12v12. Which means Ballistics need to be buffed in some other way... either by lowering their heat, increasing their projecile speed, lowering their cooldowns, etc... I would not be opposed to hearing other ideas for balancing ballistics with energy weapons.

Edited by Khobai, 07 August 2013 - 03:41 PM.


#50 Levi Porphyrogenitus

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Posted 07 August 2013 - 03:48 PM

TT stock builds usually bring 1 or maybe 2 tons of ammo per gun or launcher (or sometimes 1 ton shared between multiple weapons).

In MWO, even in 8V8 with the increased ammo count that we already have, there are very few weapons where TT ammo loads are useful. MGs tend to do well with 1 ton per weapon or so, but aside from that I've found that you want at least 25 volleys for SRMs and LRMs (more is better, especially for tougher or more mobile mechs), minimum of 21 AC20 shots (28 is my usual ammo goal), and Gauss you want 30 rounds minimum (40 is better).

AC2s have enough RoF that I like a minimum of 150 rounds per gun, with more emphasis on guns meaning more ammo per weapon (due to fewer secondaries to take up the slack once you're empty).

AC5s I want a minimum of 2 tons per gun (and I still run out in 8v8s). UAC5s need an extra ton to make up for the lower ammo count and the higher RoF.

AC10s can get by with 2 tons (30 shots), but 3 is far better (45).

For 12v12 I'd want to increase ammo counts a good bit. 90-120 rounds per AC5, 28-35 rounds per AC20, 30-50 rounds per Gauss, probably upwards of 300 rounds per AC2, minimum of 30+ SRM and LRM volleys (40+ would be better), and so on. I'd probably put MGs even at a minimum of one ton per gun.

Given that PGI has already increased ammo counts pretty much across the board it isn't a very big stretch to expect them to bump it up again. They don't need to do a flat increase, either, but can tailor it for each weapon. For example:

AC20 is base 5. 8v8 AC20 is 7. If they bumped it up to 9 per ton then a 3-ton build would have 27 rounds (instead of 21), which makes a very big difference when you add in 4 more targets. A 4-ton build would be up to 36 rounds.

Gauss is base 8. 8v8 Gauss is 10. If they bumped it up to 12 per ton then a 3-ton build would have 36 shots instead of 30. 4 tons would be 48 instead of 40.

AC5s are base 20. 8v8 AC5s are 30. If PGI bumped it up to 35 per ton then a 2-ton build would have 70 rounds instead of 60, which is pretty huge for combat endurance. 40 per ton would put them at 80 rounds.

The AC2 is base 45. 8v8 AC2s are 75. If they were increased to 90 per ton then a 2-ton build would go from 150 rounds to 180.

The AC10 is 10 base. 8v8 AC10s are 15. If they bumped them up to 20 you'd see a 2-ton build go from 30 shots to 40, or a 3-ton build from 45 to 60.

SRM ammo is actually close to TT (SRM4s and 2s are TT values, 6s get an extra 10 missiles). If they had their ammo bumped up a bit, say to 120, SRM6s would get 20 shots per ton (up from 16.7), SRM4s would get 30 (up from 25), and SRM2s would get 60 shots (up from 50).

This is not a huge increase, but would add up over several tons of ammo (I tend to take a minimum of 2 per launcher, more often trying for 2.5 or 3, and that's for 8v8; and I still run out).

LRMs got bumped from 120 per ton to 180. I don't know that they actually need more ammo than this, but I'd not object to 200 per ton or thereabouts.

What it all boils down to is a combination of potential damage per ton and likely combat endurance. The former is easy to figure out (taking average accuracy with base damage), but there are several factors that inform the latter.

1 - Armor was doubled, and weapons do reduced damage outside their optimum range (but still do some damage). These two factors mean that it takes more ammo to do the same relative amount of damage as would be required in the TT. This is mitigated by the precision and accuracy offered by the FPS format, but not entirely, and is exacerbated by target proliferation.

2 - Speaking of target proliferation, in 8v8 you often find yourself trying to make up for the lack of performance of your team. This is only worse in 12v12, as is the impact of a target-rich environment (which encourages "spray and pray" weapons usage, especially for high RoF weapons like the AC2). Sure, you'll have teams that are broadly equivalent in their individual members' performance, but you'll have plenty of other teams where some or most of the players are severely under-performing. This increases the required ammo count to sustain yourself in battle.

3 - Throw in the other costs of ammo, such as vulnerability to explosions (and the need for a half ton and a critical slot to install CASE, or double that for protecting both sides).

Compare this to energy weapons. Sure, they need heat sinks, but so do ballistics (though many of those need fewer relative heat sinks). For pure combat endurance, ballistics always have a hard cap and energy always has potentially infinite capacity for damage production. As target proliferation continues (the move from TT armor to 2x armor, the jump from 8v8 to 12v12, potential future increases to Internal Structure health, possible changes to base captures and objectives that introduce destructibles, etc.), the gap between energy weapons and ammo weapons will continue to widen. Increasing ammo count per ton is probably the best way to keep them competitive without messing with their basic stats.

#51 orcrist86

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Posted 07 August 2013 - 03:49 PM

View PostOneEyed Jack, on 07 August 2013 - 03:37 PM, said:

If the damage per ton of ammo were properly balanced to the amount of damage that needs to be done, your words might have some meaning.

As it stands (200% armor/internals, 150% ammo), it's just so much hot air.

My words ring just as true. Just because you want to have all your favorite guns on one chasis doesn't mean you should.

#52 Joseph Mallan

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Posted 07 August 2013 - 03:58 PM

View PostKhobai, on 07 August 2013 - 03:37 PM, said:


They are not equally viable or we would not be having this discussion with me telling you that I swapped out my inferior Ballistics for vastly superior ERPPCs.

Ballistics are crap right now compared to ERPPCs. That is why everyone has been complaining about the PPC meta and why PPCs have been targetted for nerfs.




Exactly. There is no achilles heel for ERPPCs. I just keep my distance and snipe the crap out of you until youre dead.

Dude on TT some players make that choice all the time for basically the same logic. My first 2 years playing I used nothing but energy weapons. They didn't run out of ammo or have ammo explosions. So that is just your preference. Now the heat on PPCs IS still a bit to low, specially on ERPPCs. Ammo weapons are supposed to have the risk of running dry. Its in the lore that they have ammo enough for only a few minutes of sustained fire... 15 minutes is a lifetime in a firefight.

Edited by Joseph Mallan, 07 August 2013 - 04:00 PM.


#53 Woozle

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Posted 07 August 2013 - 04:00 PM

View Postorcrist86, on 07 August 2013 - 03:49 PM, said:

Just because you want to have all your favorite guns on one chasis doesn't mean you should.


Unless your favorite guns are PPCs, then go right ahead. Throw in a Gauss rifle for variety.

#54 Purlana

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Posted 07 August 2013 - 04:01 PM

View PostJoseph Mallan, on 07 August 2013 - 03:58 PM, said:

Dude on TT some players make that choice all the time for basically the same logic. My first 2 years playing I used nothing but energy weapons. They didn't run out of ammo or have ammo explosions. So that is just your preference. Now the heat on PPCs IS still a bit to low, specially on ERPPCs. Ammo weapons are supposed to have the risk of running dry. Its in the lore that they have ammo enough for only a few minutes of sustained fire... 15 minutes is a lifetime in a firefight.


Return PPC heat back to 15?

Edited by Purlana, 07 August 2013 - 04:02 PM.


#55 Joseph Mallan

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Posted 07 August 2013 - 04:03 PM

View PostOneEyed Jack, on 07 August 2013 - 03:37 PM, said:

If the damage per ton of ammo were properly balanced to the amount of damage that needs to be done, your words might have some meaning.

As it stands (200% armor/internals, 150% ammo), it's just so much hot air.

Simple fix reduce armor t 150%. Problem solved.

#56 Khobai

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Posted 07 August 2013 - 04:06 PM

Quote

So that is just your preference


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.

Quote

Simple fix reduce armor t 150%. Problem solved.


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.

Quote

Return PPC heat back to 15?


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.

Edited by Khobai, 07 August 2013 - 04:14 PM.


#57 VanillaG

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Posted 07 August 2013 - 04:06 PM

The need for more ammo/ton has less to do with an additional 4 mechs to shoot at and more to do with poor hit detection. We saw this same behavior in Closed Beta where nobody wanted to use ballistics/ppc because they either wasted a shot or generated a large amount of heat for no results.

You could easily fix PPC by turning them into beam weapons but ballistics would still suck until the hit detection is fixed.

#58 OneEyed Jack

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Posted 07 August 2013 - 04:12 PM

View Postorcrist86, on 07 August 2013 - 03:49 PM, said:

My words ring just as true. Just because you want to have all your favorite guns on one chasis doesn't mean you should.

If the mech doesn't have enough guns to be a threat, it's just a target. [Redacted]

Edited by Niko Snow, 08 August 2013 - 06:17 AM.
Insults


#59 Navy Sixes

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Posted 07 August 2013 - 04:16 PM

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.


Ammo is rare according to Cannon? So are XL engines, ERPPCs, endo, DHS, and all other Star-League tech, but in MWO any {Richard Cameron} n Jane with a fist full of C-Bills can fit their mech out with whatever they want. Don't apply canon only when convenient.

Ballistics and Missiles take a hit in 12v12. Ammo needs a buff.

#60 Joseph Mallan

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Posted 07 August 2013 - 04:23 PM

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

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.
As they have been doing on TT for 30 years! One AC20 to a fully armored Jenner, Legged it and left the Torso dangerously thin. One less volley... so 3-5 seconds less. Huge difference. Or take one heat sink out and now I have 1-3 minutes more ammo for my cooler running weapon. More if I am Conservative.





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