

#1
Posted 12 March 2014 - 04:52 PM
By reducing the health of ammo it will increase the risk of running a mech with exposed internals containing unspent ammunition, thus making other weapon system(e.g. Lasers, PPCs and Gauss) look more attractive and make case relevant.
So I ask you should carrying 6 or more ammunition critical locations on a Battle Mech put you at high risk of an ammo explosion?
I Say Yes.
#2
Posted 12 March 2014 - 04:54 PM
#3
Posted 12 March 2014 - 04:58 PM
Case in point(no pun intended) there are rarely any custom mech builds in this game that use case.
Edited by Shaio, 12 March 2014 - 05:24 PM.
#4
Posted 12 March 2014 - 06:26 PM
#5
Posted 12 March 2014 - 06:58 PM
Kaeb Odellas, on 12 March 2014 - 06:26 PM, said:
Correct me if I'm mistaken, but if you put a CASE in your arm that has ammo, isn't that what it does?
#7
Posted 12 March 2014 - 07:10 PM
I think it's got a fairly realistic chance to explode now once the armor is gone. Realistic is what MWO should be.
#8
Posted 12 March 2014 - 07:20 PM
Also, does anyone know why they took away the awesome sounds/animations from ammo explosions in Closed Beta???
#10
Posted 12 March 2014 - 08:37 PM
cSand, on 12 March 2014 - 06:58 PM, said:
Correct me if I'm mistaken, but if you put a CASE in your arm that has ammo, isn't that what it does?
You cannot mount an IS C.A.S.E. in an arm, leg, or head. Only Clan C.A.S.E. (which is automatically included with every ammo bin by default for no weight or crit cost) can be mounted there.
Edited by Zerberus, 12 March 2014 - 08:37 PM.
#12
Posted 12 March 2014 - 09:44 PM
Shaio, on 12 March 2014 - 04:58 PM, said:
Case in point(no pun intended) there are rarely any custom mech builds in this game that use case.

#13
Posted 12 March 2014 - 09:46 PM
#14
Posted 12 March 2014 - 11:16 PM
Sug, on 12 March 2014 - 09:46 PM, said:
Yes. I am for a 100 % explosion chance, but I would lower the damage considerably in turn. Let each ammo bin explode for 10-20 damage (scaled down by the amount of ammo still left) each, but with a 100 % chance.
You don't neccessarily have a mech to be utterly destried by ammo explosions to make them threatening. 10 points of extra damage on 10 point of damage inflicted is pretty good. You might not often get a wild run-off explosion effect, but it will hurt the target a lot.
CASE could get an additional benefit (so that more people bother with it) in lowering ammo explosion damage overall (say, halving it).
#15
Posted 13 March 2014 - 01:16 AM
#16
Posted 13 March 2014 - 01:40 AM
#17
Posted 13 March 2014 - 01:57 AM
Lightfoot, on 12 March 2014 - 07:10 PM, said:
I think it's got a fairly realistic chance to explode now once the armor is gone. Realistic is what MWO should be.
CASE works exactly the way it's supposed to. It doesn't protect the location it's mounted in, and it's not intended to. It only keeps the explosion from transferring damage inward.
#18
Posted 13 March 2014 - 02:32 AM
Why? For one Clans get CASE free anywhere they place ammo. CASE prevents damage from moving beyond the location where installed, so since Clan Mechs can have CASE in their legs and arms, which an IS mech cant, they can mitigate damage much more effectively. A leg containing 2 tons or LRM ammo is sure to destroy a Clan mechs leg, but the damage will not travel into the ST (as I currently understand it). So, if you make ammo explosions worse, the actual effect a Clan mech is suffering compared to what an IS mech does increases exponentially. Combine that with Clan XL engines which require that you destroy both ST or the CT to destroy it and you have an even bigger problem.
Currently any increase in mech fatality due to ammo explosion directly translates into the mortality of IS mechs compared to Clan mechs. Since I want to fight for House Davion and the IS I have to disagree with the OP.
******************************************************************************************************************
Ammunition and Gauss Rifles can both explode if destroyed by a Critical Hit. Ammunition can also explode if cooked off in a 'Mech that overheats. This is even more likely to happen if the 'Mech's automatic shutdown sequence is overridden. Gauss Rifle ammunition, unlike the weapon itself, is inert. It will not explode if destroyed nor will it cook off.
When ammunition is destroyed, it applies all the remaining potential damage of the ammunition to the location it is stored in. For example, Long Range Missile rounds each do 1.0 point of damage. If 1 ton, or 180 rounds, is stored in the left leg of a Catapult and they are destroyed by a critical hit, 180 points of damage are applied to that leg. Since the armor of a location must first be removed to do damage to internal structure, the 180 points of damage is dealt to the leg itself. The leg of a Catapult has 30 hit points. In this case, the leg is destroyed and the remaining 120 points of damage is applied to the left torso. This remaining damage is reduced by 50% when transferring from one location to another. The 60 points of damage is then applied to the internal structure of the side torso. An Catapult's side torso has 30 hit points. In this case, the side torso is also destroyed leaving 30 points left over. When halved, 15 points are then applied to the center torso which has 42 hit points with 27 hit points remaining. [3][4]
CASE prevents internal explosions from traveling past the side torso it is installed in. In the above example, it would prevent the 15 points of damage from being applied to the internal structure of the center torso.
XL Engines
CASE prevents damage from traveling to the center torso by containing the damage within the side torso itself. While this prevent the center torso from taking internal damage, the side torso is destroyed. When the side torso of a 'Mech with an XL Engine installed is destroyed, the engine itself is also destroyed and the 'Mech disabled with it. Currently, there is no benefit in installed CASE onto 'Mechs with XL Engines.
#19
Posted 13 March 2014 - 02:42 AM
#20
Posted 13 March 2014 - 03:13 AM
DocBach, on 12 March 2014 - 04:54 PM, said:

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