Tesunie, on 23 January 2014 - 08:11 PM, said:
If my math serves me correct, it's a 44% chance to cause a crit, but a 66% total chance to crit internals in general due to the multiple crit rule, but I'm not being technical or anything here...

As far as ammo explosion chances, here's another perspective on the issue, from the "victims" point of perspective.
Let's take my Stalker for an example. Excluding factors such as armor and where it is place (I'll go into this later), my Stalker walks into a match with a total chance of exploding from ammo of 90% (9 tons of ammo, each with 10% chance of exploding that's 9x10%=90%). I can mitigate this to some extent by placing as much of my ammo crits into hard or less often hit locations, such as the arms, but the chance still remains. I only diminished the chances is all. Then, I have armor. I can place more armor (max) in those locations to try and prevent enemy fire from punching through to internals to score those deadly crits. However, most people already run max armor, so this doesn't really change much at all. The last thing I can do, while in a match, is to try and shift damage by rotating or staying out of the lines of fire. If I rotate, I'm still taking the chance those locations will get hit, but I can try to make my opponent hit a different spot instead. Another thing to factor is the thought that, as the match goes on my ammo count will probably drop. This also reduces the chance of my ammo exploding. However, it doesn't chance the fact that I start with a 90% chance of exploding at the start of the match. (LRMs would become even more risky than they are now, and a lot of players already consider them a "non-weapon".)
If I was to remake my Stalker for a TT game, I would probably have anywhere from 2-4 tons of LRM ammo (half the ammo), replace my SSRMs for SRM4s, and retain the one ton SRM ammo (I could probably also run the design with SHS in TT, or less DHS). With the less weight used for ammo, I could possibly drop Endo, and replace with cheaper FF. Already, I have halved the chance of my ammo exploding, as I have half the ammo in my mech. Half the ammo means less crits to go boom.
With the proposed explosion chance, with the need for double or even triple ammo values from TT (there is a reason I included my TT rough redesign of my Stalker), you would be asking me to walk into a match with a 900% chance of exploding base. This isn't the "chance to cause an explosion result in a single hit" but my mechs actual potential to explode within a single match. And even though it's total is 900%, that doesn't mean that I will always explode. However, it means I have a really high chance of it base. Other factors will help to reduce this chance, but the base fact is that it would be far more dangerous to run anything with ammo. This would only push the meta away from anything with ammo, and into anything with energy (SSRMs would probably be one of the few weapons to survive, as it can run well with 1 ton of ammo, and is still good for hunting lights).
All this suggestion would do is make energy weapons the meta. Don't believe me? See people's reactions to ghost heat? I see so many people chain fire 3 med lasers to "avoid the ghost heat" all the time. Ghost heat doesn't even apply till, what? Past 6? We would see this very same overreaction to this announcement. Just like we have seen to LRMs when they got reduced after LRMApocalypse version 2 (the non-"Artemis-to-the-head"). Or am I the only one who has seen this?
Yes, this is exactly my point. Any realism or "wow factor" supposedly gained by increasing the chance of an ammo explosion is vastly outweighed by the fatal disruption to the balance of ballistics, especially when one considers the amount of ammo people need to carry in MWO compared to the tabletop, where ammo explosions actually are guaranteed.
Also when you say 900% I think you mean 90%, but your point still stands. Large amounts of ammo coupled with a guaranteed explosion makes for a bad day.
Joseph Mallan, on 24 January 2014 - 07:01 AM, said:
And yes, if ammo gets hit I want it to go boom. Even if it is mine! It is the risk I assume when I take ammo. As is there is no risk! Boring!
Saying you want the explosions to happen, even if it's yours, doesn't make it a good gameplay decision, though. I understand perfectly that you want spectacular, showy explosions. In a similar manner, it bugs me that I can see my laser beams on HPG manifold, which exists in a vacuum. However, despite the inaccuracy of being able to see lasers in a vacuum, I understand the gameplay reasons behind it. Having invisilasers would make the game frustrating and not fun at all.
And you are incorrect in saying there is currently no risk of an ammo explosion. The current rules governing ammo explosions are this: every time ammo is destroyed, it has a 10% chance to explode; every time a section containing ammo is destroyed, each ton of ammo has a 10% chance to explode. That chance is not insignificant. I do not usually like using anecdotes as evidence, but I personally witnessed at least two cookoffs last night alone. Although they are not as common as you seem to want them (which I think would be detrimental to the game), they do happen.
It's also worth mentioning that ammo explosions due to heat did actually happen, once upon a time, and it wasn't all that great.
I think the reasons we don't see more ammo explosions is twofold: one, the playerbase currently prefers high damage alpha instead of consistent damage over time. This means that components are destroyed in fewer hits, which means destroyed sections have fewer criticals applied to them before they are destroyed. The second reason is, from what I've seen, most people store their ammo in their legs, head, and CT, places that are either much less likely to be targeted, or less likely to cause an ammo explosion before you'd likely die anyway. I think one way to see more ammo explosions, without having to resort to the ridiculous notion of making explosions guaranteed, is to double the structural hitpoints of 'mechs, which is something PGI has been flirting with already. More hitpoints would mean longer time to destruction, which would mean more critical hits, which would translate into a higher chance of seeing an explosion.