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Ammo Count Upgrades From Tt


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#1 Krujiente

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Posted 16 January 2014 - 05:02 PM

I just noticed when I was building for TT that ALL the ballistic damage weapons have a {Scrap}-ton more ammo then their Tabletop variant. Like by an extra 50% in most cases but SRMs are still 100 shots a ton (50 for srm2s 25 for srm4s and 15 for srm6s per ton). This helps lend to the SRM garbage everyone boat ballistics and ppcs + the srms non pinpoint damage deal. Everything shoots a lot faster in MWO then it does in tabletop and everything has more armor. I get it, you kinda need the more ammo, but I have to boat 4 or 5 tons of SRM ammo on an old-MWO style Centurion to last the whole match I still run out a lot with 4. It would be nice if srm ammo, (and maybe LRM ammo you need A LOOOOT of that even if you're just using a couple lrm blasters) got a similar ammunition boost.

Edit: Lrm ammo already has this, along with a lil' damage boost. It's fine

Edited by Krujiente, 16 January 2014 - 05:07 PM.


#2 Khobai

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Posted 16 January 2014 - 05:07 PM

Its not really a secret that ballistics are overpowered. But the ammo count isnt the reason why.

#3 Krujiente

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Posted 16 January 2014 - 05:32 PM

View PostKhobai, on 16 January 2014 - 05:07 PM, said:

Its not really a secret that ballistics are overpowered. But the ammo count isnt the reason why.

You're totally missing the point of this page.

This is not about ACs. They're enough threads bitching about ACs, and I really don't have THAT much issue with ACs I don't get how you guys can gripe so much about EVERYTHING EVER. If you read what I was saying is that the SRMs are lacking partially because non-hit detection (which the AC20 suffers from sometimes as well I hear) partially because they do not pinpoint and partially because despite everything else having a fire rate increase and an ammo increase, they still have their table top amount of missles per ton. Srms might be more versatile if just cramming an extra SRM launcher on for a little supplemental damage in a brawl wasn't such a short lived event. SRMs pack a punch over Energy weapons and weigh less then ballistic weapons making them great for putting holes in an Assault that gets too close in a lighter mech. Their damage and heat falls between the two extremes but they CHEW through ammo (which means they're hard to use with lasers and ballistics sometimes either because of ammo shortages for ballistics from all the tonnage or high heat with lasers) This takes a bit away from their tonnage advantage.

#4 Pjwned

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Posted 16 January 2014 - 06:05 PM

I was typing up a somewhat longer post but my browser ate it.

In my experience the ammo count is not really a problem with 2 SRM4 launchers and 2 tons of ammo, and I've scored some pretty high damage with that as part of my setup while lasting almost (or entirely) the whole round before the ammo runs out.

#5 Krujiente

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Posted 16 January 2014 - 06:38 PM

View PostPjwned, on 16 January 2014 - 06:05 PM, said:

I was typing up a somewhat longer post but my browser ate it.

In my experience the ammo count is not really a problem with 2 SRM4 launchers and 2 tons of ammo, and I've scored some pretty high damage with that as part of my setup while lasting almost (or entirely) the whole round before the ammo runs out.

I use artemis srm6s usually to maximize the alpha potential of them in a brawl. And using 3 srm4 or 6s which is the non-ghost heat maximum? That's pretty rough. I try to take rear shots and weakened torso shots but the missile spread chews a bit of my damage away. I am certainly not getting that 200 dmg out per ton of ammo that looks so great. I don't think the ammo increase would be much of a concern because SRMs are a softener. They are more of a hammer that I use then finish with laser use (and can't really be used against anything faster then 80 kph effectively). I chew through that ammo unless they are a tertiary weapon.

#6 Levi Porphyrogenitus

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Posted 16 January 2014 - 08:31 PM

I've long had ammo problems with SRM builds, especially light ones. The OP is correct, too, that pretty much all the other ammo-based weapons got some kind of ammo upgrade to compensate for doubled armor. I think the SRM6 did get a bit of extra ammo (raw it's 90 missiles per ton), but aside from that the 4 and the 2 both have 100 missiles in TT. LRMs got an ammo boost (from 120 missiles per ton to 180), and the Gauss and AC lines got something like a +50% adjustment (give or take).

Considering that SRMs are relatively weak right now, and considering that light missile mechs have trouble carrying either enough launchers or enough ammo to make their builds really effective, and considering that all other ammo-based weapons got increased ammo counts, and considering that armor values were universally doubled, and considering that SRMs have a decisive range disadvantage compared to all weapons aside from MGs and SLs, it would make sense for them to go from 100 missiles per ton to something on the order of 120-150 missiles per ton. This value would be something PGI could tweak on the go pretty easily, and would help to make SRMs a more viable weapon.

SSRMs, on the other hand, are probably fine. Since they already have +0.5 damage per missile (a 25% damage edge over standard SRMs) and since their hit registration is more reliable they might not need an ammo count increase. That said, I still wouldn't object to them going up to 120/ton, especially if standard SRMs ever get their hit registration issues improved and/or get their damage bumped up to 2.5/missile.

#7 Roland

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Posted 16 January 2014 - 08:34 PM

Ammo counts are increased because all armor values were doubled.

Ammo counts are actually lower than they should be. Ton for ton, you will get less effective damage out of mwo ammo than tt ammo, although you may need less effective damage since you can be more precise with your shots.

#8 Krujiente

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Posted 16 January 2014 - 09:35 PM

View PostRoland, on 16 January 2014 - 08:34 PM, said:

Ammo counts are increased because all armor values were doubled.

Ammo counts are actually lower than they should be. Ton for ton, you will get less effective damage out of mwo ammo than tt ammo, although you may need less effective damage since you can be more precise with your shots.

Right, but SRMs do not get that bonus the thread topic is misleading I guess. I am gonna see if I can change it.

#9 Nothing Whatsoever

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Posted 16 January 2014 - 09:48 PM

Yeah, SRMs need more ammo per ton.

120 is a good start, I'd even consider 180 missiles per ton to help lights out, even if that would boost bigger mechs too, and that is still more ammo that can go boom, especially if ammo explosions would occur more often with a tweak to that value too.

#10 Mechteric

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Posted 17 January 2014 - 06:20 AM

Completely agree, since armor values are at double table top, it only makes since that ammo should be as well.





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