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12V12's And Ammo


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#61 East Indy

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Posted 07 August 2013 - 04:25 PM

PGI's going to need more data to make an informed decision.

So far, though, I think the "numbers" theory is turning out to be correct: i.e., all things being equal, larger teams will eliminate members on each side in the same amount of time, thus with no effect on logistics. Outliers like 8-kill Rambo runs will favor energy builds, but then again, isn't that what First Blood is all about?

#62 Joseph Mallan

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Posted 07 August 2013 - 04:25 PM

View PostTycho von Gagern, on 07 August 2013 - 04:16 PM, said:


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.

So are Mechs, Jumpships and Peanut Butter. Put more ammo on your Mech an stop asking for freebees.

#63 Khobai

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Posted 07 August 2013 - 04:26 PM

Quote

As they have been doing on TT for 30 years! One AC20 to a fully armored Jenner


Yes but in TT an assault is outright better than a light. Period.

Maybe you havent noticed, but PGI has tried to equalize the weight classes, so you can pilot a light without it being outright inferior to everything else.

So you can throw your archaic TT notions out the window, because PGI did.

#64 Tauwolf

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Posted 07 August 2013 - 04:40 PM

View PostStaggerCheck, on 07 August 2013 - 02:30 PM, said:

Generally speaking, players are allocating more ammunition for each weapon than would normally be necessary for Mechs in Table Top play. I think this is bad for a few reasons... 1. Players tend to boat weapons they've already invested heavily in by way of ammunition allotment. 2. Those extra tons going into ammunition pull tonnage away from other possible options, such as support lasers, heat sinks or electronics. You will notice that a major reason why Trial Mechs are so difficult to use is due to the limited ammunition stores, which go strictly by the technical readout statistics. The weapons fire faster in MW: O, so more compensation is needed, especially versus the doubled armour values. Some players brush it off as insignificant, but I think it actually has a fairly negative impact on balanced builds in favour of boated builds. In short, it kills variety.


Quoted for truth.

#65 Joseph Mallan

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Posted 07 August 2013 - 04:41 PM

View PostKhobai, on 07 August 2013 - 04:26 PM, said:


Yes but in TT an assault is outright better than a light. Period.

Maybe you havent noticed, but PGI has tried to equalize the weight classes, so you can pilot a light without it being outright inferior to everything else.

So you can throw your archaic TT notions out the window, because PGI did.

Are Mediums? Cause I coulda been talking about a Hunchback when I mentioned that AC20! To Equalize a Light in MWO you have speed. A Jenner can stay behind an unwary Assault an eat it for lunch. I have seen it and experienced it. Lights are fast and are supposed to die pretty easily when it'*****, cause their armor is thin.

Hit a Formula one with a 120mm DU round and see whats left, Hit a Tank with one and well it dies, but you know it's a tank.

#66 Royalewithcheese

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Posted 07 August 2013 - 04:51 PM

View PostEast Indy, on 07 August 2013 - 04:25 PM, said:

Outliers like 8-kill Rambo runs will favor energy builds, but then again, isn't that what First Blood is all about?


Posted Image

Naw man, as you can see from the picture Rambo ran a lot of ammo on his build. He even took off some torso armor to fit on more.

#67 Psydotek

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Posted 07 August 2013 - 04:53 PM

Perhaps now would be a good time to fully double ammo/ton from tabletop rules.

#68 Purlana

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Posted 07 August 2013 - 04:59 PM

View PostRoyalewithcheese, on 07 August 2013 - 04:51 PM, said:


Posted Image

Naw man, as you can see from the picture Rambo ran a lot of ammo on his build. He even took off some torso armor to fit on more.


That's looks like less then 1 ton of ammo.

#69 FupDup

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Posted 07 August 2013 - 05:00 PM

View PostPurlana, on 07 August 2013 - 04:59 PM, said:

That's looks like less then 1 ton of ammo.

He doesn't have enough critical slots to carry any more.

#70 Joseph Mallan

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Posted 07 August 2013 - 05:08 PM

View PostPurlana, on 07 August 2013 - 04:59 PM, said:


That's looks like less then 1 ton of ammo.

MG Ammo can be allotted in 0.5 tons on TT. :)

#71 Deathlike

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Posted 07 August 2013 - 05:13 PM

View PostJoseph Mallan, on 07 August 2013 - 05:08 PM, said:

MG Ammo can be allotted in 0.5 tons on TT. :)


That option is starting to look attractive.

#72 FupDup

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Posted 07 August 2013 - 05:14 PM

View PostJoseph Mallan, on 07 August 2013 - 05:08 PM, said:

MG Ammo can be allotted in 0.5 tons on TT. :)

That's good, because that would free up some weight for Rambo to mount a backup Small Laser in his left arm in case he runs out of MG ammo.

Edited by FupDup, 07 August 2013 - 05:15 PM.


#73 Joseph Mallan

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Posted 07 August 2013 - 05:16 PM

View PostFupDup, on 07 August 2013 - 05:14 PM, said:

That's good, because that would free up some weight for Rambo to mount a backup Small Laser in case he runs out of MG ammo.

You forget Rambo uses cheat codes and doesn't run out of Ammo!

#74 FupDup

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Posted 07 August 2013 - 05:16 PM

View PostJoseph Mallan, on 07 August 2013 - 05:16 PM, said:

You forget Rambo uses cheat codes and doesn't run out of Ammo!

That also explains why he hasn't overheated yet. You can tell by the concept art that he doens't carry nearly enough heatsinks.

Edited by FupDup, 07 August 2013 - 05:18 PM.


#75 Purlana

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Posted 07 August 2013 - 05:18 PM

View PostJoseph Mallan, on 07 August 2013 - 05:16 PM, said:

You forget Rambo uses cheat codes and doesn't run out of Ammo!


Does he generate heat? Looks like he is sweating, plus he needed to take off his shirt.

#76 Joseph Mallan

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Posted 07 August 2013 - 05:20 PM

View PostPurlana, on 07 August 2013 - 05:18 PM, said:


Does he generate heat? Looks like he is sweating, plus he needed to take off his shirt.

He needed Nerfed somehow and still he is OP!

#77 FupDup

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Posted 07 August 2013 - 05:21 PM

View PostJoseph Mallan, on 07 August 2013 - 05:20 PM, said:

He needed Nerfed somehow and still he is OP!

We'll just give him a BattleValue of 9001. Should balance things out.

#78 Slashmckill

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Posted 07 August 2013 - 05:22 PM

View PostJoseph Mallan, on 07 August 2013 - 05:16 PM, said:

You forget Rambo uses cheat codes and doesn't run out of Ammo!


Excatly, Rambo is way too good and needs to be nerfed, He's not balanced at all and until pgi understands that this game is going nowhere! :)

#79 Joseph Mallan

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Posted 07 August 2013 - 05:26 PM

:) B)

View PostFupDup, on 07 August 2013 - 05:21 PM, said:

We'll just give him a BattleValue of 9001. Should balance things out.

You want to lower his BV???

Edited by Joseph Mallan, 07 August 2013 - 05:27 PM.


#80 FupDup

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Posted 07 August 2013 - 05:28 PM

View PostJoseph Mallan, on 07 August 2013 - 05:26 PM, said:

:) B)
You want to lower his BV???

Hey, don't underestimate the lethality of his MG ammo explosions!





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