#1
Posted 05 June 2014 - 01:47 PM
One of the drawbacks to using Missiles and AC's is explosions. Both weapon systems have a significant heat benefit but that was countered in TT by ammo explosions. MWO removed the explosions, so now we have OP AC running hog wild.
Fix this first, before changing AC to stream.
#2
Posted 05 June 2014 - 01:50 PM
Why would you use a weapon that can result in your instant death?
#3
Posted 05 June 2014 - 01:53 PM
More explosions would certainly be a balancing factor.
#4
Posted 05 June 2014 - 01:56 PM
Khobai, on 05 June 2014 - 01:50 PM, said:
Why would you use a weapon that can result in your instant death?
That's what the Heat Penalties we don't have yet are for. Also, Gauss Rifle already explodes. Regular Ammo Explosions are just another missing part to the entire thing.
#5
Posted 05 June 2014 - 01:58 PM
It happens with 10% after armor is gone, a randomly crit happens, that randomly crit hits the ammo and does enough damage.
Someone has done the math somewhere in the forum some time ago.
I am for a greater chance to, lets see what happens with 50% and then scale up or down from there.
Eddrick, on 05 June 2014 - 01:56 PM, said:
Another importend thing in the overall balance of bt/tt thats missing and fu***** the balance, like ammo explosions.
Edited by Galenit, 05 June 2014 - 02:02 PM.
#6
Posted 05 June 2014 - 01:59 PM
#7
Posted 05 June 2014 - 02:04 PM
Quote
20 damage normally wont kill you though. Big difference between gauss exploding for 20 damage and an AC20 bind exploding for 140 damage.
#8
Posted 05 June 2014 - 02:10 PM
Khobai, on 05 June 2014 - 02:04 PM, said:
20 damage normally wont kill you though. Big difference between gauss exploding for 20 damage and an AC20 bind exploding for 140 damage.
You can take case for that.
And why would you take a weapon that can kill you?
Because it has higher dps/rof then most other weapons, a lot of shake, fld, pinpoint, nearly no heat and plenty of ammo.
Edited by Galenit, 05 June 2014 - 02:13 PM.
#9
Posted 05 June 2014 - 02:11 PM
Felio, on 05 June 2014 - 01:59 PM, said:
10% chance for ammo to explode if it's actually crit, damage dealt is the amount of ammo left in the bin.
Gauss rifle is 90% chance to explode for 20, regardless of if it's charged or not.
#12
Posted 05 June 2014 - 02:21 PM
#13
Posted 05 June 2014 - 02:22 PM
Quote
case doesnt prevent the damage, it just prevents the damage from transferring. And case does nothing if you have an XL engine.
#14
Posted 05 June 2014 - 04:44 PM
The thing is, PGI hasn't tweaked LRM/ALRM/SRM/ASRM explosion damage since.... the major missile nerf (splash damage removal) of lore.
#15
Posted 05 June 2014 - 04:50 PM
Deathlike, on 05 June 2014 - 04:44 PM, said:
The thing is, PGI hasn't tweaked LRM/ALRM/SRM/ASRM explosion damage since.... the major missile nerf (splash damage removal) of lore.
There are two types of ammo that are weird in that sense. AMS explodes for 24 damage, and MG ammo is still at .04 per bullet, while it actually deals .1 damage now. They never changed that, according to Smurfy.
#16
Posted 05 June 2014 - 04:56 PM
Mcgral18, on 05 June 2014 - 04:50 PM, said:
Sure... AMS makes sense though. I mean, it does more than the Gauss Rifle when it explodes... and AMS is a utility piece of equipment.
With respect to the MG... let's just say PGI is consistent in being inconsistent. Like equipment health, Paul hasn't really taken a look at that, so go figure.
#17
Posted 05 June 2014 - 05:09 PM
Deathlike, on 05 June 2014 - 04:56 PM, said:
Sure... AMS makes sense though. I mean, it does more than the Gauss Rifle when it explodes... and AMS is a utility piece of equipment.
With respect to the MG... let's just say PGI is consistent in being inconsistent. Like equipment health, Paul hasn't really taken a look at that, so go figure.
http://mwo.smurfy-net.de/#ammo_types
Even more curious...NARC is also at 24 damage, 2 damage per beacon. Same for all ammo dependant equipment, I guess
Now this is strange....normal SRMs are at 1.5 damage, their original nerf value...but Artemis SRMs are still at 2.5 damage...that made me laugh a little.
LRM+Art is still at 1.8 damage....how long ago was that nerf?! Standard LRM ammo is still at .7....after that horrid nerf.
ACs seem to be right. But some of these values...
#18
Posted 05 June 2014 - 05:14 PM
#19
Posted 05 June 2014 - 05:27 PM
#20
Posted 05 June 2014 - 05:35 PM
- ammo damage proportional to ammo currently carried
- higher chance of ammo explosion
- ammo only stored in the component containing or adjacent to its weapon, no ammo in legs
Basically increases the risk/reward for mounting an XL engine and slows the pace of the game, and CASE and single heatsink get some improved utility.
Edited by process, 05 June 2014 - 05:36 PM.
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