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Ammo Explosions

Balance

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#1 Rhent

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Posted 05 June 2014 - 01:47 PM

Ammo Explosions are so rare, that frankly who still uses case? You can put 2 tons in your CT and 1 ton in your head, and frankly they will never explode. You can then put one ton your torso and another ton in your arms for where the weapons that use the ammo are and frankly by the time you lose an arm or torso the ammo isn't there. And then most people drop 4 tons their legs. So essentially, you can have a walking tinder keg carrying 6+ tons of ammo that loses a leg or torso that has the ammo and the chance of an explosion is NULL.

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 Khobai

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Posted 05 June 2014 - 01:50 PM

Increasing ammo explosion chance would just force players back towards PPC/Gauss.

Why would you use a weapon that can result in your instant death?

#3 Mcgral18

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Posted 05 June 2014 - 01:53 PM

50% would be better than 10%. TT was 100%, but I'll wager that won't work very nicely.

More explosions would certainly be a balancing factor.

#4 Eddrick

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Posted 05 June 2014 - 01:56 PM

View PostKhobai, on 05 June 2014 - 01:50 PM, said:

Increasing ammo explosion chance would just force players back towards PPC/Gauss.

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 Galenit

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Posted 05 June 2014 - 01:58 PM

Its a lot less then 10%.

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.

View PostEddrick, on 05 June 2014 - 01:56 PM, said:

That's what the Heat Penalties we don't have yet are for.

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 Felio

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Posted 05 June 2014 - 01:59 PM

Isn't the chance 100% when you destroy the component?

#7 Khobai

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Posted 05 June 2014 - 02:04 PM

Quote

Gauss Rifle already explodes.


20 damage normally wont kill you though. Big difference between gauss exploding for 20 damage and an AC20 bind exploding for 140 damage.

#8 Galenit

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Posted 05 June 2014 - 02:10 PM

View PostKhobai, 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 Mcgral18

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Posted 05 June 2014 - 02:11 PM

View PostFelio, on 05 June 2014 - 01:59 PM, said:

Isn't the chance 100% when you destroy the component?


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.

#10 Eddrick

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Posted 05 June 2014 - 02:12 PM

View PostKhobai, 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.


Increase the damage Gauss Rifle does when it explodes to make up the differance.

#11 Rhent

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Posted 05 June 2014 - 02:13 PM

View PostKhobai, on 05 June 2014 - 01:50 PM, said:

Increasing ammo explosion chance would just force players back towards PPC/Gauss.

Why would you use a weapon that can result in your instant death?


Yes, Yes I would.

#12 Flying Blind

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Posted 05 June 2014 - 02:21 PM

Ammo explosions should happen more often. I do t know how much more. I remember back in closed beta, or maybe it was early open, when they introduced ammo explosions and boy oh boy did ammo carrying mechs blow up easy. time to kill for most mechs went way down and it was decided that it wasn't fun and all but removed. you see, people cried when their ammo blew them up. I would love to see an ammo crit start a fire. then you get a warning from Betty, and have a few second to hit a button to eject ammo before it blows. you have to hit the button once for each volley of ammo to discharge just to make it a race against time you could lose if you aren't fast about it.

#13 Khobai

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Posted 05 June 2014 - 02:22 PM

Quote

You can take case for that.


case doesnt prevent the damage, it just prevents the damage from transferring. And case does nothing if you have an XL engine.

#14 Deathlike

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Posted 05 June 2014 - 04:44 PM

I'd only agree to an ammo explosion increase if the ammo explosion damage was reworked across the board.

The thing is, PGI hasn't tweaked LRM/ALRM/SRM/ASRM explosion damage since.... the major missile nerf (splash damage removal) of lore.

#15 Mcgral18

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Posted 05 June 2014 - 04:50 PM

View PostDeathlike, on 05 June 2014 - 04:44 PM, said:

I'd only agree to an ammo explosion increase if the ammo explosion damage was reworked across the board.

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 Deathlike

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Posted 05 June 2014 - 04:56 PM

View PostMcgral18, on 05 June 2014 - 04:50 PM, said:

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.


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 Mcgral18

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Posted 05 June 2014 - 05:09 PM

View PostDeathlike, 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 FatYak

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Posted 05 June 2014 - 05:14 PM

I have no problem dieing to ammo explosion, and i never carry ammo in my CT or side torso's. I should screen shot it but every now and again i die and when the death screen comes up i have lost an arm only but my engine has been destroyed. makes no sense.

#19 Tsig

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Posted 05 June 2014 - 05:27 PM

Funny, I died twice tonight from Ammo Explosions.

#20 process

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Posted 05 June 2014 - 05:35 PM

I'd really like to see some combination of ammo explosions and ammo placement restrictions being used to equalize the current ammo boat and XL engine use.

- 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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