Roland, on 04 November 2013 - 01:35 PM, said:
No way, this just cripples all ammo based weaponry.
If you double armor, you need to double ammo. This should be obvious to everyone.
obvious to anyone who doesn't take into account the capabilities of these weapons, sure. Right now, Ballistics weapons carry 150 damage per ton, and carrying and emptying 7-10 tons from many mechs (especially Ilyas and Jagers) is child's play. In other words, emptying over a thousand damage a match out of ballistic weapons, which have no heat and the range to almost cross entire maps, is incredibly easy. Even accounting for misses, accidental and intentional (just putting down fire to keep people in cover), if I've done less than 700 damage in my UAC K2, and the match wasn't short, then I've had a bad game, and over a thousand damage isn't that hard to get. Most of the runs with the new Jester I've been seeing have a hard time consistently breaking 500.
There is just no sane world in which I should be able to carry 1000-1500 damage worth of ammo on a mere heavy mech, and plausibly empty it on the enemy, with weapons that have such range and touch so little of my heat capacity, I can mount three or four MLs as backups with no penalty (the MLs get all the heat, and their short range isn't a liability, because I have UAC 5s for long range). Some of that is the UAC5 specifically, granted. It's an almost no-heat weapon that can put out almost 7DPS, and jams means little in the mostly peek and hide sniper meta of the game. I see 2 AC10 4ML K2s doing almost as well, though, and AC2 Jagers are no less ridiculous than UAC boats. Even AC5s are hugely powerful; my Cicada 3M can break 600 damage with one (and 4MLs of course) without too much difficultly.
Right now, ballistics are so utterly broken, I'm not even sure halving ammo would go far enough. Less ammo
and more heat (except on the AC2) maybe. And fine if PGI wants to keep them broken, and/or the majority of the users want it that way. If that's the game we want, then so be it. I'll just continue to exploit the hell out of it and be happy. If I'm to be honest about the weapons I most rely on, though, they're ridiculously OP.
Edit: and before anyone cries "but they can do that in TT, and armor values in MWO were doubled!". I don't care what these weapons could or couldn't do in TT, or what was considered a lot of damage in TT, or what the armor values were in TT. This isn't TT. In MWO, a thousand damage, let alone 1500, is a HUGE amount of output, several times the average output per mech that's required to end a match especially when the weapons work in perfect synergy with laser backups to boost that even further due to their total lack of heat output, so don't tell me half of several times what's needed to end a match "isn't enough ammo". If these weapons produced heat and couldn't basically just be "turned on" and never turned off in every shootout, maybe we wouldn't be dumping 1000-1500 damage worth of ammo a match and
still running out.
Edited by Catamount, 06 November 2013 - 03:20 AM.