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Balance Ballistics By Capping Ammo
#1
Posted 04 April 2014 - 08:33 PM
What if you can only carry a maximum of 2 tons per ballistic weapon. Then balance how much shots per ton each type of weapon can have.
You still could have the unique feel of ballistics but would need to carry back up lasers as you would run out of ammo fast!
#2
Posted 04 April 2014 - 08:45 PM
A better way is to impose a psychological "cap" on the ammo count by making the chance of ammo exploding when critted out much more likely.
Edited by Techorse, 07 April 2014 - 05:58 AM.
#3
Posted 04 April 2014 - 08:46 PM
#4
Posted 04 April 2014 - 08:51 PM
Edit* Needed a comma
Edited by Dock Steward, 04 April 2014 - 09:45 PM.
#5
Posted 04 April 2014 - 09:44 PM
#6
Posted 04 April 2014 - 09:48 PM
Hoffenstein, on 04 April 2014 - 09:44 PM, said:
The difference is, ammo was increased from TT, while heat dissipation was nerfed hard, 1.4 per external DHS and 3x fire rates.
The OP isn't a good option either, but it would certainly make the game play differently.
#7
Posted 04 April 2014 - 10:04 PM
#8
Posted 04 April 2014 - 10:11 PM
wolf74, on 04 April 2014 - 10:04 PM, said:
A similar argument is that due to the pinpoint nature of aiming in MWO, that ton of ammo is so much more effective than in TT, where you have a chance to hit just about any component, while you can aim for a torso or leg in MWO without difficulty.
More effective use of more ammo. Still, double armor and not quite doubled ammo can take a toll, but I'd say it's in a decent spot.
If we were restricted to two tons, then yes, there would need to be a buff.
#9
Posted 04 April 2014 - 10:20 PM
#10
Posted 05 April 2014 - 10:20 AM
I do agree the pinpoint auto-convergence is at the Core to much of Direct fire Boat builds.
#11
Posted 05 April 2014 - 10:38 AM
#12
Posted 05 April 2014 - 02:13 PM
Auto-Convergence is set to Auto
Mech are dying in tree or less hits
Armor Values Double to let game play last Longer
Most ammo base weapons get a small boost to Shots per ton of ammo due to Armor Values being doubled (SRM & M.G. have not had there Ammo count boosted)
Flash forward
The Core root many (myself in that group) started with perfect Auto-Convergence (AKA point and Click mentally), the OP problem seems to come from AC have the Ammo they need to do there Job.
If you drop the Max Ammo Per weapon to two ton, I would have only One Extra heat Sink Per weapon add would be aloud to Counter Balance Energy weapons. (reason only one is because the Engine Comes with 10 Already)
#13
Posted 05 April 2014 - 02:23 PM
#14
Posted 05 April 2014 - 02:33 PM
#15
Posted 05 April 2014 - 02:40 PM
Mystere, on 05 April 2014 - 02:23 PM, said:
Cue non-premium types using energy weapons exclusively. When we had R&R, LRMs were literally throwing C-bills at your targets. I used to just run my old Founder's Cat with lasers and a cheap standard engine, because money.
#16
Posted 05 April 2014 - 02:54 PM
Good thing we only had to pay for 75% of our ammo used.
Edited by wolf74, 05 April 2014 - 02:55 PM.
#17
Posted 05 April 2014 - 02:55 PM
Big Grimm, on 04 April 2014 - 08:33 PM, said:
You still could have the unique feel of ballistics but would need to carry back up lasers as you would run out of ammo fast!
We want to balance autocannons, not nerf them into oblivion.
The only change they need is to make them spread their damage like every other weapon, i.e. make them burst-fire. If you feel frisky you could drop their range to 2x as well (and increase missiles to 2x while you're at it), and then we're pretty well set.
As for R&R, I'm just going to state that it was a horrible implementation of a very central idea in the BattleTech universe, and that properly implemented R&R probably should be in MWO in one form or another.
An idea I've always been fond of is to tie it to affiliation and match rewards:
- House units players pay 0% R&R but only get 50% rewards (the 'Mech belongs to the House and you're on salary).
- Merc corps players pay 50% R&R and gets 100% rewards (you own your 'Mech and get a cut of the profits).
- Lone Wolf player pay 100% R&R and gets 200% rewards (you're on your own, win or lose).
#18
Posted 05 April 2014 - 02:57 PM
EDIT:
stjobe, on 05 April 2014 - 02:55 PM, said:
The only change they need is to make them spread their damage like every other weapon, i.e. make them burst-fire. If you feel frisky you could drop their range to 2x as well (and increase missiles to 2x while you're at it), and then we're pretty well set.
Yes to the burst-fire idea, no to the missiles. The thing is, there is a physical explanation for why lasers/ballistics have increased extreme range. Laser slowly lose focus over distance, ballistics lose momentum. Missiles, however, do not rely on their momentum to deal damage, but a fixed payload.The only way, at least for me, to make the 2x work would be to have a x% chance that a missile loses track and explodes where x is a variable constantly adjusted for based off of a few criteria:
- Whether shooter still has lock on
- Distance
- If no lock on, then time since lock was lost
Edited by 101011, 05 April 2014 - 03:03 PM.
#19
Posted 05 April 2014 - 03:24 PM
#20
Posted 05 April 2014 - 03:26 PM
wanderer, on 05 April 2014 - 02:40 PM, said:
Space poors should not be wasting ammo like there is no tomorrow.
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wolf74, on 05 April 2014 - 02:54 PM, said:
Good thing we only had to pay for 75% of our ammo used.
And which is why I am calling for 100% rates.
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Edited by Mystere, 05 April 2014 - 03:27 PM.
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