Jump to content

Ammo Explosions

Balance

22 replies to this topic

#21 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 05 June 2014 - 05:40 PM

View PostMcgral18, on 05 June 2014 - 05:09 PM, said:


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


I forget when this was true, but NARC doesn't have the same amount of health it does now. When described by Thomas or someone that worked on the AMS interaction with missiles in general, it was said that NARC had 2 health (increased survivability) when it came to countering AMS. While what currently happens now is essentially more or less the same, but the values are different. It's something worth noting, even if the overall effect hasn't changed. AMS did 1 damage to missiles (all missiles other than NARC had 1 HP).

Edit:
TBH, I think it's actually changed across the board... as it takes 3 AMS bullets to take down ANY missile (3.5 damage per missile, 10 HP health of each missile).

Someone with better knowledge could probably be better at helping you out with missiles.

Quote

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...


Because, Paul.

Edited by Deathlike, 05 June 2014 - 05:45 PM.


#22 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 05 June 2014 - 06:22 PM

Indirect nerf to SRMs, AMS, LRMs, LBX, and MGs.

MUST NOT ALLOW.



PS: Having 100% ammo explosion chance itself is fine, because having anything be dependent on random chance is just bad for balancing (it's all or nothing). However, to counteract the guaranteed kaboom, I think a damage reduction would be fair. 100% chance to go boom would be 10x more likely than it is now, so how about ~10% damage? Note that due to the higher frequency, the overall number of ammo-based fatalities would be way higher even with the reduction. As an example, LRM ammo would explode for 19.8 damage. That's like getting hit by an AC/20. That would still hurt internals pretty hard.

PPS: Regardless of what we do with ammo explosions, CASE is a fundamentally terribad device. The single and only situation where it helps you is if you have a STD engine, with ammo in a side torso. If you have ammo in ANY OTHER location, and/or have an XL engine, CASE remains 100% useless. Also, since legs and the head usually don't get destroyed anyways, those areas offer a "safe zone" for the first few tons of ammo.

Edited by FupDup, 05 June 2014 - 06:24 PM.


#23 Galenit

    Member

  • PipPipPipPipPipPipPipPip
  • 1,198 posts
  • LocationGermany

Posted 06 June 2014 - 03:08 AM

View PostKhobai, on 05 June 2014 - 02:22 PM, said:


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

Risk and reward.

Take a xl and your ammo can kill your engine but you can take more weapons and ammo.
Take a standard have less ammo and weapons, but case will save your engine.

Looks right for me.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users