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Machine Gun Ammo.


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#1 TimePeriod

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Posted 02 November 2013 - 09:18 AM

2000 rounds for one ton of ammo is just not enough. I realize too late that I have spent the better 3/4 of my total ammunition before the game enters 8 min's of focused gameplay. It's not a complaint that the MG's are unbalanced, it's a complaint that 2000 rounds pr ton is too little.

At least IMO 3500 rounds pr ton would be a ideal, would also make MG's more viable as you would have less to worry about.

(Damage for ammo explosions would still have to scale as it already does)

#2 Amsro

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Posted 02 November 2013 - 10:14 AM

View PostTimePeriod, on 02 November 2013 - 09:18 AM, said:

2000 rounds for one ton of ammo is just not enough. I realize too late that I have spent the better 3/4 of my total ammunition before the game enters 8 min's of focused gameplay. It's not a complaint that the MG's are unbalanced, it's a complaint that 2000 rounds pr ton is too little.

At least IMO 3500 rounds pr ton would be a ideal, would also make MG's more viable as you would have less to worry about.

(Damage for ammo explosions would still have to scale as it already does)

If anything 2000 per ton is insanely high, its the machine gun that is lacking in effectiveness.

#3 BUDFORCE

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Posted 02 November 2013 - 10:17 AM

View PostAmsro, on 02 November 2013 - 10:14 AM, said:

If anything 2000 per ton is insanely high, its the machine gun that is lacking in effectiveness.


+1 Unless you are running more then 2-3 machine guns you dont really need more then 1 tonne.

#4 Selfish

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Posted 02 November 2013 - 10:33 AM

You don't really need to use more than a ton if you want to crit seek unarmored components. If you want to use them all the time, invest in the second ton. MGs are neat in that they deal a Small Laser's worth of damage for a lot of effort, but balloon into mock Large Lasers once through armor. It's why mechs like the ERLL + 4MG spider become such a threat late game.

I don't see the need to update its explosion damage as it's been untouched throughout the several previoius changes. It still does 0.04 instead of the new bullet damage of 0.1. Disparities between weapon damage and their explosion damage are fairly common. Artemis ammo, for example, explodes for a larger amount than the weapon's missile's can ever deal, while standard ammo explodes for less.

#5 Enzane

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Posted 02 November 2013 - 11:36 AM

Well, going from THIS LINK One box (100 rounds) Of .50 Cal Machine gun bullets Weighs about 35 pounds.

1 ton = 2000lbs.

2000 / 35 = ~57.14 so about 57 x 100 = 5700 rounds of .50 cal bullets.

Lets assume Mechs use a much bigger bullet. roughly twice the size of the .50 Cal.
That still should be around 2500 to 3000 rounds per Ton of ammo.

But remember. in the calculation we've INCLUDED the weight of the BOX itself. So lets hope 57 Metal boxes would weight equal or around the Loading Mechanisms.

so Roughly between 2000 to 3000 rounds per ton would be good. Why not bump the ammo up to 2500 and be done with it?

#6 Asyres

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Posted 02 November 2013 - 12:01 PM

Most ballistics, I figure 2 ton of ammo per weapon. The machine gun is the reverse - 1 ton of ammo per pair of guns. I really don't think it needs more ammo per ton.

#7 aniviron

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Posted 02 November 2013 - 12:05 PM

View PostEnzane, on 02 November 2013 - 11:36 AM, said:

Well, going from THIS LINK One box (100 rounds) Of .50 Cal Machine gun bullets Weighs about 35 pounds.

1 ton = 2000lbs.

2000 / 35 = ~57.14 so about 57 x 100 = 5700 rounds of .50 cal bullets.

Lets assume Mechs use a much bigger bullet. roughly twice the size of the .50 Cal.
That still should be around 2500 to 3000 rounds per Ton of ammo.

But remember. in the calculation we've INCLUDED the weight of the BOX itself. So lets hope 57 Metal boxes would weight equal or around the Loading Mechanisms.

so Roughly between 2000 to 3000 rounds per ton would be good. Why not bump the ammo up to 2500 and be done with it?


Don't start trying to apply real life mechanics to giant walking death tanks. Down that path lies madness.

#8 Amsro

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Posted 03 November 2013 - 08:24 AM

View Postaniviron, on 02 November 2013 - 12:05 PM, said:


Don't start trying to apply real life mechanics to giant walking death tanks. Down that path lies madness.


Not to mention the AC/1 aka Machine Gun is roughly 4 times the size of a .50 cal.

Notice a human can carry a .50 cal, good luck carrying a 1/2 ton machine gun. :P

#9 FupDup

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Posted 03 November 2013 - 08:26 AM

MG ammo is basically eternal unless you boat the {Scrap} out of them. The real buff MGs need is removal of their CoF, and perhaps a bump to their base damage (as opposed to bumping their critical hit damage).

#10 aniviron

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Posted 03 November 2013 - 08:34 AM

View PostFupDup, on 03 November 2013 - 08:26 AM, said:

MG ammo is basically eternal unless you boat the {Scrap} out of them. The real buff MGs need is removal of their CoF, and perhaps a bump to their base damage (as opposed to bumping their critical hit damage).


I'd honestly settle for an increase in range to 150m along with giving them triple range for falloff like other ballistics, instead of the double they have now.

#11 80sGlamRockSensation David Bowie

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Posted 03 November 2013 - 07:56 PM

Simpy put

The MGun right now only get 120 damage per ton. Ac20 get 140, rest get 150.

The MGun is a pathetic weapon and should never be used in arrays less than 4.

Its a bad weapon and PGI has no intentions of making it good. Much like the flamer.

#12 FupDup

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Posted 03 November 2013 - 07:57 PM

View Postmwhighlander, on 03 November 2013 - 07:56 PM, said:

Simpy put

The MGun right now only get 120 damage per ton. Ac20 get 140, rest get 150.

The MGun is a pathetic weapon and should never be used in arrays less than 4.

Its a bad weapon and PGI has no intentions of making it good. Much like the flamer.

Actually the damage per ton of ammo is 200 (0.1 damage per bullet x 2000 shots). Regardless, the weapon could still use some lovin'.

#13 80sGlamRockSensation David Bowie

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Posted 03 November 2013 - 07:59 PM

View PostFupDup, on 03 November 2013 - 07:57 PM, said:

Actually the damage per ton of ammo is 200 (0.1 damage per bullet x 2000 shots). Regardless, the weapon could still use some lovin'.


Is it now? I haven't noticed. Probably because the only ones shooting at me with them are spiders frantically running away.

Edited by mwhighlander, 03 November 2013 - 07:59 PM.


#14 stjobe

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Posted 04 November 2013 - 05:41 AM

Half-ton lots of ammo would also be a solution.

#15 Nehkrosis

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Posted 04 November 2013 - 05:42 AM

ha machineguns are ok, i think. but you could make them effect LRMs?
like an AMS?

#16 Hans Von Lohman

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Posted 04 November 2013 - 08:49 PM

Personally I want to see MG ammo come in 0.5 ton lots as well as full 1 ton ammo storage like we have now.





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