

12V12's And Ammo
#1
Posted 07 August 2013 - 02:10 PM
#2
Posted 07 August 2013 - 02:12 PM
#4
Posted 07 August 2013 - 02:19 PM
For SRMs, increasing SRM ammo from 100 to 120 should be a minor overall change that shouldn't make that 1 ton feel like too much.
For other ballistics... I'm not sure how much is effectively needed... I'm currently only willing to say that instead of the 50% additional ammo that those weapons get... it could be 75% additional ammo instead. Weapons like AC2s and AC5s are much more ammo consuming than their big brother counterparts (AC10s and AC20s) so I'm kinda leaning towards a small boost, and see how that works out. I'm not going much further for the sake of balance.
#5
Posted 07 August 2013 - 02:22 PM
#6
Posted 07 August 2013 - 02:22 PM
Sybreed, on 07 August 2013 - 02:13 PM, said:
#7
Posted 07 August 2013 - 02:24 PM
AgroAntirrhopus, on 07 August 2013 - 02:22 PM, said:
This.
I like how it plays but it buffs PPCs. They really don't need it.
#8
Posted 07 August 2013 - 02:25 PM
But every game is not the same.
Sure, you'll get games where most of your team play decently and pull their weight, in which case you might only use 2/3rds or less of your ammo.
But then there are the games where half your team play like blind muppets, forcing you to carry them if you are to have any chance at victory. In those games you are now really hamstrung if you rely on certain ballistics.
I've personally had to drop AMS and .5 tons of armor to get an extra 2 tons of ammo ( 1x gauss 1x SRM) on my main mech, which is annoying.
#9
Posted 07 August 2013 - 02:27 PM
Sybreed, on 07 August 2013 - 02:13 PM, said:
Its called balance. What do you want, more shots with your cool running Ballistic or one more heat sink/Medium laser. If you want easy mode by all means buff ammo.
Oh and Energy Mechs need to add at least 5 more sinks under the present MWO system. But unlike Ammo Heat sinks was weakened from the start.
Edited by Joseph Mallan, 07 August 2013 - 02:47 PM.
#10
Posted 07 August 2013 - 02:28 PM
AgroAntirrhopus, on 07 August 2013 - 02:22 PM, said:
Well, I dropped the ASRM4 on the Jenner, so I could put an LL on the it. I'm only 2 tons short of a PPC from the LL (so it won't change further at the moment), but sustainability of a weapon in combat is important enough to me that I had to do it.
There is a point where dropping a weapon outright for a PPC or LL (pretty much, an energy weapon) can be detrimental to the game.
Edited by Deathlike, 07 August 2013 - 02:29 PM.
#11
Posted 07 August 2013 - 02:29 PM
And the counter to the argument that there are more targets to hit, is that you are not alone and have more weapon platforms to put damage on the enemy.
Conserve fire and balance the weapons....or go huge damage dump with no stamina and feel useless for the later part of the fight
#12
Posted 07 August 2013 - 02:29 PM
Profiteer, on 07 August 2013 - 02:25 PM, said:
But then there are the games where half your team play like blind muppets, forcing you to carry them if you are to have any chance at victory. In those games you are now really hamstrung if you rely on certain ballistics.
Which is different to how it was in 8v8 how?
Theoretically, if you had enough ammo to fight the eight enemies before, the additional four team members should have enough ammo to fight the additional four enemies.
I've yet to see a significant difference dropping in my ammo-dependent 'mechs.
#13
Posted 07 August 2013 - 02:30 PM
Hellcat420, on 07 August 2013 - 02:22 PM, said:
I honestly don't understand you "everything is fine" guys. What, will someone get hurt if we get more ammo? Will it ruin your day?
As I see it, those who want more ammo will be definitely happier, while those who think its already enough wont lose anything. Or even benefit from it by getting an extra spare ton for armor.
And again. I just done 900+ dmg with my pps+mlas BJ-3. Me and jenner were the last ones alive against an atlas and spider, and we killed them 20 points before they would have a cap victory.
IF I were in a mech with guns, my ability to do damage would be limited by 600 or so, leaving me with say two backup lasers in the end, unable to finish off targets in time.
Just as a simple usecase demonstrating how underpowered ballistic builds are.
Edited by Dymdr, 07 August 2013 - 02:44 PM.
#14
Posted 07 August 2013 - 02:30 PM
#15
Posted 07 August 2013 - 02:32 PM
It is the 50 ton and lighter mechs that are unable to carry enough ammo, and enough of the other weapon times to maintain a good heat ratio.
Without increasing ammo, you are basically making even more weapons useless to lights and mediums. An Atlas doesnt care about 2 more tons of ammo, but 2 tons to mediums and lights is about as critically important as you can get.
#16
Posted 07 August 2013 - 02:36 PM
Trynn, on 07 August 2013 - 02:29 PM, said:
And the counter to the argument that there are more targets to hit, is that you are not alone and have more weapon platforms to put damage on the enemy.
Conserve fire and balance the weapons....or go huge damage dump with no stamina and feel useless for the later part of the fight
That's not the problem. Everyone knows the tradeoff between Ballistics vs Energy. The problem is that there are a lot more targets to engage. Energy mechs just keep on firing, maybe duck away and try to cool down. Ballistic mechs run out of ammo, and then try and clean up with medium laser backup, and then die.There's literally no drawback to being in a 12 v 12 as opposed to 8 v 8 situation for Energy based mechs, whereas there is a pretty noticeable difference in how Ammunition based weapons perform.
I've run 4 tons of AC/20 ammo in my Huchie since 12 v 12, and I run out about 15-20% of games (counting the roughly 50% games I die in, because I'm not super leet like everyone else). I don't just spray and pray either, I only fire when I can hit targets.
There's no reason for me to have to devote 10% of my Hunchbacks weight towards ammo, when instead I could just grab 2 PPCs (for the same tonnage as my AC/20, I should add) and load up on heatsinks, and enjoy unlimited shots.
I think a *minor* buff to ammo would be greatly appreciated (like 8 rounds/ton AC/20, 17 rounds/ton AC/10, etc etc).
edited for clarity and a bit of grammar.
Edited by AntiSqueaker, 07 August 2013 - 02:40 PM.
#17
Posted 07 August 2013 - 02:38 PM
Quote
My mech doesnt have any spare tonnage. So problem isnt solved.
You know what does solve the problem though? Using ERPPCs instead.
Edited by Khobai, 07 August 2013 - 02:44 PM.
#18
Posted 07 August 2013 - 02:38 PM
stjobe, on 07 August 2013 - 02:29 PM, said:
Theoretically, if you had enough ammo to fight the eight enemies before, the additional four team members should have enough ammo to fight the additional four enemies.
I've yet to see a significant difference dropping in my ammo-dependent 'mechs.
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.
#19
Posted 07 August 2013 - 02:40 PM
#20
Posted 07 August 2013 - 02:42 PM
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