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Ammo Re-Load


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#21 Sephlock

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Posted 15 June 2014 - 10:54 AM

View PostThcucolate, on 15 June 2014 - 09:52 AM, said:

Hey, I tend to roll a lot right now with a mech that uses ACs. They can be a good weapon, but they do have the down side of running out of ammo. So, lets say this does happen mid game, and I return to base. Do I get re-loaded. Nope, I just sit there, not being able to help my team mates :/

Would'nt it be great to be able to get more of a benefit from returning to your own base, other than having some extra defence from the turrets. Maybe, if you enter your base, and do not move, you could start to be re-loaded?

I was also thinking, maybe repairs could be carried out as well. But I think this is pushing it somewhat. I think the reloading idea could have merit though?

Also, just to play devil's advocate again:

You realize that this could lead to EVEN MORE CAMPING at bases, right?

Hell, I could see some crazy clan builds that take minimal ammo and are designed to just camp at the base lobbing ballistic and missile fire endlessly and... and...

That sounds really fun (for me) :huh:. LETS DO IT!

#22 Graugger

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Posted 15 June 2014 - 11:41 AM

Man I was hoping this was a post about making AC ammo work like the consumables so that you would have to buy it after every match. It would put a limit on the dakka dakka that's going on right now. Wouldn't make much sense if they did it with missiles though, just ACs which also need moar nerf.

ACs need 1.5x max range instead of 2x

AC/2 velocity needs to be 1350 m/s with a cooldown of 1 second.
AC/5 needs a velocity of 850 m/s with a cooldown of 2 seconds.
AC/10 velocity must be 420 m/s with a cooldown of 3 seconds.
AC/20 needs to be at a velocity of 200 m/s with a cooldown of 5 seconds.

#23 Lootee

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Posted 15 June 2014 - 11:54 AM

View PostCavendish, on 15 June 2014 - 09:56 AM, said:

Ammo is the weakness of ballistics, while heat is the weakness of energy.

If you can reload ammo, how do you suggest we boost energy?


Have coolant trucks follow Novas and Hunchbacks around spraying them down.

PGI should let dead teammates take control of the trucks. That way they have something to do after they die besides whine and narc on your position to the enemy.

Edited by PanchoTortilla, 15 June 2014 - 11:58 AM.


#24 Graugger

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Posted 15 June 2014 - 12:02 PM

It'd be epic if they added the ability to buy a minelayer truck or an MFB vehicle and take those into battle instead of a mech.

#25 cSand

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Posted 15 June 2014 - 12:34 PM

View PostThcucolate, on 15 June 2014 - 10:10 AM, said:

Why are people so obsessed with pop tarts?


Those hurtin' butts! :huh:

#26 Madw0lf

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Posted 15 June 2014 - 12:39 PM

View PostThcucolate, on 15 June 2014 - 09:52 AM, said:

Hey, I tend to roll a lot right now with a mech that uses ACs. They can be a good weapon, but they do have the down side of running out of ammo. So, lets say this does happen mid game, and I return to base. Do I get re-loaded. Nope, I just sit there, not being able to help my team mates :/

Would'nt it be great to be able to get more of a benefit from returning to your own base, other than having some extra defence from the turrets. Maybe, if you enter your base, and do not move, you could start to be re-loaded?

I was also thinking, maybe repairs could be carried out as well. But I think this is pushing it somewhat. I think the reloading idea could have merit though?


Better idea, use a mix of ballistics and energy. That way you still have some damage potential if you use up your ammo.

#27 Simbacca

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Posted 15 June 2014 - 12:39 PM

I would have to disagree with this idea - as it could lead to some of the problems experienced in Battlefield 1942 - where tanks that sat on the repair/rearm pads literally were invincible in 1 on 1 tank engagement. The only way to kill them was having at least 2 tanks, a direct hit by an aircraft bomb, or an engineer dropping a bunch of landmines or dynamite to take the tank out.

As it currently stands there are only 2 pure ammo dependent mechs - Oxide and the Catapult-A1 (personally I do not touch all ammo builds). All my mechs run at least 1 energy weapon so that I have something, anything to continue to fight should my ammo run out -- which tends to be rare.

#28 Chemistry Warden

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Posted 15 June 2014 - 12:49 PM

View PostGraugger, on 15 June 2014 - 11:41 AM, said:

ACs need 1.5x max range instead of 2x

AC/2 velocity needs to be 1350 m/s with a cooldown of 1 second.



Please stop with the ac/2 nerf.
It never hurt anyone.
Just let it be.

#29 Exilyth

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Posted 15 June 2014 - 01:54 PM

View PostSephlock, on 15 June 2014 - 10:33 AM, said:

Water cooling bonus.  Or coolant tanks or somesuch.
Hell you could have those ejectable coolant pods (make them like ghetto coolant flush systems) and make them replacable at the same places where you can reload ammo.

Well, there's the http://www.sarna.net...K_Coolant_Truck and later in the timeline http://www.sarna.net/wiki/Coolant_Pod become available as a tool to increase heat dissipation temporarily.

#30 Vassago Rain

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Posted 15 June 2014 - 02:05 PM

Bad idea, but we've been in dire need of ammo altering modules forever.

#31 Mechteric

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Posted 16 June 2014 - 11:09 AM

View PostThcucolate, on 15 June 2014 - 10:28 AM, said:

I'm all for making the game more nuanced. Like heat sinks, weren't they meant to work twice as well in water?


Actually, they already have that in game.

Only problem is, you have to use single heat sinks to take advantage of that. Double heat sinks outperform single heat sinks regardless of whether you spend the entire match with your legs dipped in the water, so its a pointless feature (unless there are clan mechs with heat sinks in the legs).

#32 Bulletsponge0

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Posted 16 June 2014 - 11:30 AM

View PostSimbacca, on 15 June 2014 - 12:39 PM, said:

I would have to disagree with this idea - as it could lead to some of the problems experienced in Battlefield 1942 - where tanks that sat on the repair/rearm pads literally were invincible in 1 on 1 tank engagement. The only way to kill them was having at least 2 tanks, a direct hit by an aircraft bomb, or an engineer dropping a bunch of landmines or dynamite to take the tank out.

As it currently stands there are only 2 pure ammo dependent mechs - Oxide and the Catapult-A1 (personally I do not touch all ammo builds). All my mechs run at least 1 energy weapon so that I have something, anything to continue to fight should my ammo run out -- which tends to be rare.

and the Huggin

#33 Joseph Mallan

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Posted 16 June 2014 - 11:53 AM

View PostThcucolate, on 15 June 2014 - 10:04 AM, said:


I'm not suggesting you can re-load anywhere on the map. Only if you return to base, and stay put. Reload might take a while as well. Maybe a few shells every 30 seconds or so. I think it would add to the dynamic of the game. You might have no ammo, no ability to fire, and return to base, the enemy might twig this and try to block you getting back there.

Its a base, it has radar, and some supplies, why not make these supplies an active tactical aspect of the game?

Lets look at this.
You go back to base and reload. 30 minutes or more later your team is dead, your base overrun, and you mech blasted to bits.

Edited by Joseph Mallan, 16 June 2014 - 11:53 AM.


#34 Jeb

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Posted 16 June 2014 - 11:58 AM

View PostMadw0lf, on 15 June 2014 - 12:39 PM, said:

Better idea, use a mix of ballistics and energy. That way you still have some damage potential if you use up your ammo.

what he said... or if ya can't/won't, make sure not to waste shots, or take more ammo with ya... I tend to prefer energy weapons even with the heat due to not having to worry about ammo... all my med and heavy mechs have at least one energy weapon on them so that I never end up without some dmg potential (unless it gets destroyed which is out of my control)

#35 Thcucolate

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Posted 16 June 2014 - 01:46 PM

Ah, I think its a good idea. But I appear to be in the minority, thats clear. Personally I think the games getting veeeeeeeryy samey right now. It needs more nuance to it, modes, maps, features. I think being able to dump coolant as a module in your mech is a good thing. Being able to re-load would also be cool, as long as it had limits, and was not instant. Heading back to base is NOT ideal, it wastes time, and removes your damage potential from the battle. But.. at a pinch it could be done, and would be fun I think.

Its like, if we have a base, lets make it do base like things, like re arm mechs, defend them with turrets etc.

Thinking of it, why dont bases have ECM as well! :)

#36 Harathan

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Posted 16 June 2014 - 01:48 PM

View PostThcucolate, on 15 June 2014 - 10:10 AM, said:

Why are people so obsessed with pop tarts?

Dunno, ask HoL.

#37 Y E O N N E

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Posted 17 June 2014 - 11:21 AM

View PostGraugger, on 15 June 2014 - 11:41 AM, said:

Man I was hoping this was a post about making AC ammo work like the consumables so that you would have to buy it after every match. It would put a limit on the dakka dakka that's going on right now. Wouldn't make much sense if they did it with missiles though, just ACs which also need moar nerf.

ACs need 1.5x max range instead of 2x

AC/2 velocity needs to be 1350 m/s with a cooldown of 1 second.
AC/5 needs a velocity of 850 m/s with a cooldown of 2 seconds.
AC/10 velocity must be 420 m/s with a cooldown of 3 seconds.
AC/20 needs to be at a velocity of 200 m/s with a cooldown of 5 seconds.


Please no. AC/2s are already borderline ineffective on their own and their only saving grace is rate of fire for cockpit rattle. Just that little tweak they seemed to have made in PTS on Sunday was enough to really hurt the weapon and not in a "this is good for game balance" sort of way.

As for round velocities, you are way, way off. Take the AC/20 round velocity you suggested: you do realise that it would take 2.5 seconds for the round to cross one grid square at that speed, right? Just shooting from one entrance inside Terra Therma's cauldron to an adjacent one would be countable. Does that not seem a bit...unrealistic...to you? Even for a 'Mech game? You would literally have to be standing right next to the target to use the weapon with success.

200 m/s is on the high side of airsoft gun velocities and in the mid-range for BB guns. Laughable, at best, for a naval-grade gun of any variety.





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