Jump to content

Fix Ammo And You Fix Autocannons And Gauss


26 replies to this topic

#21 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 10 February 2014 - 04:14 AM

View PostRebas Kradd, on 09 February 2014 - 03:43 PM, said:

A lot of mechs run out of ammo in-game, so I wouldn't say cutting the amount is the solution...to say nothing of cutting it by HALF.

Automatic rearm costs might help, but that would discourage grinding and lead to a lot of energy boats for noobs.

Autocannons are supposed to be powerful...

You know it's sorta weird. The fluff from TROs over the years have said a few times that Mech X has enough ammo to fire Z weapon for 1-3 minutes in combat. And when I used said Mech here I found that the ammo it had was indeed lasting about 1-3 minutes. Unfortunately the match didn't end in less than 3 minutes. :ph34r: :excl: :)

#22 Willard Phule

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,920 posts
  • LocationThe Omega Company compound on Outreach

Posted 13 February 2014 - 04:07 AM

Wow....I can't believe that noone else noticed how the balance of weapons in TT worked.....

Energy: No ammo but high heat
Missile: Moderate amount of ammo per ton and Moderate heat
Ballistic: Small amount of ammo per ton but Low (even negligible) heat.

Granted, there was also an evening of ranges in there as well, but basically, everything was a trade-off. Which was sort of the point.

With all the nerfing and tweaking, pinching and twisting that MW:O has done to these weapon systems....in a lot of instances, the only resemblance to the original TT (or even previous MW incarnations) is in name alone.

OK, try this one on for size.

In TT, each hex is supposed to be 30m. Change that to 50m and use the appropriate ranges for the weapons. If you're shooting at something past "maximum" range, then it doesn't do anything. Too bad.

"But that doesn't make sense, a big bullet doesn't stop causing damage once it goes out past X meters!" True, but you also have something called "bullet drop" which isn't represented in a freakin' video game. If it goes past X meters and no longer causes damage, assume that the bullet simple followed the arc created by gravity and buried itself in the ground.

Missiles are designed to explode once they reach their maximum range because noone wants to leave a bunch of UXO laying around for the civilians to find accidentally (Ares conventions and all that).

Energy weapons stop doing damage past max range because there's not enough energy behind the beam (or the PPC ball dissipates).

Seems easy to me.

#23 Xoxim SC

    Member

  • PipPipPipPipPipPip
  • The Universe
  • The Universe
  • 455 posts

Posted 13 February 2014 - 08:04 AM

My PERSONAL issue with nerfing ammo is for someone like myself who REFUSES to boat (unless I'm running a troll build), I lose out on my diverse builds. I don't use auto cannons all that much as it is, but reducing their ammo would just deter me from using them even more. Now an ammo CAP would be an interesting concept.

#24 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 13 February 2014 - 08:24 AM

Quote

Wow....I can't believe that noone else noticed how the balance of weapons in TT worked.....

Energy: No ammo but high heat
Missile: Moderate amount of ammo per ton and Moderate heat
Ballistic: Small amount of ammo per ton but Low (even negligible) heat.


Ballistics were balanced by size and tonnage. Not ammo. I never ran out of ammo in tabletop except when we did campaigns where we couldnt reload in between missions.

#25 Fuggles

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 518 posts

Posted 13 February 2014 - 09:02 AM

yeah i really dont see it as a solution, especially with the dual ac5 builds. people would tweak their build slightly and adjust, nothing would change.

i think the solution is to rebalance the heat scale and make it linear. base 10 dual heatsinks in the engine is too good, heatsink boating (18-22DHS) isnt good enough. nerfing heat dissapation from the base 10 would make alot of AC builds have to slow down their firing. on the other hand energy variants would be able to stack on more heat sinks and avtually have a shot at being viable.

if done well it might even be able to loosen up the slack on ghost heat limits a bit.

Edited by Fuggles, 13 February 2014 - 09:05 AM.


#26 Willard Phule

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,920 posts
  • LocationThe Omega Company compound on Outreach

Posted 13 February 2014 - 09:23 AM

View PostKhobai, on 13 February 2014 - 08:24 AM, said:


Ballistics were balanced by size and tonnage. Not ammo. I never ran out of ammo in tabletop except when we did campaigns where we couldnt reload in between missions.


Sorry, I keep forgetting about the craptech IS mechs. You're right, of course. Omnis, on the other hand, always tend to have ammo issues.

#27 Varent

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,393 posts
  • Facebook: Link
  • LocationWest Coast - United States

Posted 13 February 2014 - 09:23 AM

View PostDarian DelFord, on 09 February 2014 - 04:49 PM, said:


Originally CW was meant to make matches last that long, with true objectives and the such. Now whether or not that is still in play I have no idea. I am sure skirmish mode will still be there for the quick games


Actually this is incorrect on a few levels. The original concept of CW was the dropship mode in wich you had four mechs to bring to a fight. So actually you would die, then come in as a new mech. This would basically be like having a fresh round and a respawn wich would not be tedious. If you want proof of this look at our previous U.I. and the dropship with four of your mechs in it. Having a slugging match in a single mech for that long would be rather dull.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users