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Ams Ammo Increase Per Ton


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#1 Bacon_Warrior88

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Posted 27 June 2014 - 08:01 AM

I believe 1000 rounds per ton for AMS is to low. Hell, Mg's get 2000. A dual ams build eats through that ammo so fast its gone in the first minute of the lrm spam.

I don't think its to much to ask for 2000 rounds per ton. If I'm running around dodging missiles and scouting early, i would like a little ammo left for some ssrm defense.

the added benefit to lights from this tweak would increase the defense of these mechs from early lrm'ing without having much impact on any other part of the game.

Below is an example of a build that would benefit from this change.


http://mwo.smurfy-ne...dd8523325ce3a80

Your thoughts?

#2 Goose of Prey

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Posted 27 June 2014 - 08:11 AM

I hear you. In truth if we were to look at the size of the ammo, the mg rounds should be much larger. Still, the issue is game play, and with AMS firing into walls, off target lrm's, much of my ammo is just wasted.

They could give us a toggle on off, or a "defend our own mech mode", but 3x the ammo would be the easy way to go.

#3 Fut

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Posted 27 June 2014 - 08:12 AM

View PostTiggo Bitties, on 27 June 2014 - 08:01 AM, said:

I believe 1000 rounds per ton for AMS is to low. Hell, Mg's get 2000. A dual ams build eats through that ammo so fast its gone in the first minute of the lrm spam.

Your thoughts?


If you're running out of AMS ammo this fast, you're relying on it a little too much.

#4 Martis Gradivus

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Posted 27 June 2014 - 08:12 AM

Builds are about a tradeoff.

Drop a med laser or 2 smalls and add that extra ton of AMS ammo.

Right now, LRMs are about perfect, and making counters against them even more effective would just make them even worse.

If you find yourself still getting hit, then look into radar deprivation module.

#5 Clit Beastwood

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Posted 27 June 2014 - 08:14 AM

Switch the 2 ct mediums to smalls and take another ton? Lose 1 JJ and switch the side torso medium to a small and take another ton? What is the role you want this firestarter to serve? Scouting with AMS isn't ideal because the second they fire LRMS they can see your AMS rounds. If you're packing dual AMS, go all smalls, max ammo, and stick with your team. Provide them an AMS blanket to keep them alive, then their guns stay in the fight longer, and you can use your smalls to pick up leftovers and discourage light intruders.

When building a mech, pick a role. If you try to make a "do everything" light, you usually wind up with a bad light :)

Scouting/spotting? Stealth and speed > armament. AMS is a detriment to stealth. (unless we could turn it off!)

Fighting other lights? Big punch, low heat, short duration. Find a mix that suits.

Fighting fat mechs? Big alpha, high speed. Tap 'em in the rear CT and run away to cool off. Wait til they forget about you, then hit again.

Having fun? ALL FLAMERS.

Edited by Fierostetz, 27 June 2014 - 08:17 AM.


#6 Screech

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Posted 27 June 2014 - 08:15 AM

This is a problem for lights as they can't lug around the extra ammo.

A toggle button for AMS solves this. Being able to conserve AMS ammo would alleviate the need for extra ammo.

#7 ScarecrowES

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Posted 27 June 2014 - 08:35 AM

The solution really isn't to increase ammo for AMS. You're talking about running short of ammo while running a single ton per 2 AMS pods. One ton of ammo per AMS pod is sufficient for a match, as any single-AMS user can attest - that shows the ammo ratio per unit is correct. Thus, you should be running 2 tons of ammo for 2 AMS. AMS is an advantage that then must come with a trade-off. You want to enjoy the advantages of mounting a second unit? Then either load up the second ton of ammo to match, or spend less time under LRM fire.

#8 Clit Beastwood

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Posted 27 June 2014 - 09:59 AM

Again, pick a role, then build to fill the role.
1t ammo for 2 ams is a waste of tonnage. You'll be well protected for tens of seconds!





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