Ams Must Change
#21
Posted 27 August 2014 - 06:05 PM
#22
Posted 27 August 2014 - 06:12 PM
#23
Posted 27 August 2014 - 06:46 PM
#24
Posted 27 August 2014 - 07:10 PM
#25
Posted 27 August 2014 - 07:16 PM
VompoVompatti, on 27 August 2014 - 02:39 PM, said:
This would give support players a little bit more reward for their work.
Also it wouldn't hurt if IS and Clan ams systems had the same amount of ammo per ton.
It'd also help if there was a big warning whenever someone tried to take only one half ton of AMS ammo.
Past, on 27 August 2014 - 07:10 PM, said:
#26
Posted 27 August 2014 - 07:50 PM
ArmandTulsen, on 27 August 2014 - 02:14 PM, said:
You do realize LRM boats take around 10 tons of ammo right? You wish to counter them with mere 1 ton of AMS ammo? Where is the logic in that?
Sephlock, on 27 August 2014 - 07:16 PM, said:
If each mech has 1 ton of AMS ammo, that is 20000 ammo vs, 12000. Far from fair, IMO.
IS AMS damage should be buffed from 3.5 to 5. After all, IS AMS shoots solid rounds, not flechettes, like the Clan AMS.
Edited by El Bandito, 27 August 2014 - 07:55 PM.
#27
Posted 27 August 2014 - 08:03 PM
When LURMS are a go at the start of them match, I'm safely behind cover and don't want my AMS firing uselessly. I want my AMS when the brawl starts. Covering teammates is a secondary goal but still only useful when pushing and brawling. Until we get a toggle, the AMS range extender stays in the research lab.
EDIT: Just want to add that I often intentionally goad LRM boats into firing when near cover. Definitely don't want AMS firing and wasting ammo.
Edited by XenonCx, 27 August 2014 - 08:05 PM.
#28
Posted 27 August 2014 - 08:13 PM
Mystere, on 27 August 2014 - 05:48 PM, said:
A toggle is required by those who like to get close to the enemy unseen.
I'm aware and "required" might be a bit strong, but I have an idea that sounds decent enough to my whiskey impaired brain. Sure we can have toggle. But "off" is automatically (temp) overridden if a friendly is in range of your AMS bubble. Folks who have ninja'd around can still play ninja's and people won't abuse it for what they actually want toggle for.
Edited by Sorbic, 27 August 2014 - 08:26 PM.
#29
Posted 27 August 2014 - 08:23 PM
Sorbic, on 27 August 2014 - 08:13 PM, said:
As a matter of principle, I don't like a war machine that overrides the pilot's commands. So I give a negative on that one.
#30
Posted 27 August 2014 - 08:30 PM
Past, on 27 August 2014 - 07:10 PM, said:
Techincally Clans should have:
http://www.sarna.net...-Missile_System
Which has an endless supply of "ammo". All it does is produce extra heat on any turn it fires and protects the mech. So having double the ammo is actually a downgrade for them.
#31
Posted 27 August 2014 - 08:40 PM
#32
Posted 30 August 2014 - 04:03 PM
#33
Posted 30 August 2014 - 04:08 PM
ArmandTulsen, on 30 August 2014 - 04:03 PM, said:
I think we've always have been. There was a poll that PGI did asking what feature we would want to see next, ams Toggle was at the top or near it.
#35
Posted 30 August 2014 - 04:15 PM
Sorbic, on 27 August 2014 - 08:13 PM, said:
I'm aware and "required" might be a bit strong, but I have an idea that sounds decent enough to my whiskey impaired brain. Sure we can have toggle. But "off" is automatically (temp) overridden if a friendly is in range of your AMS bubble. Folks who have ninja'd around can still play ninja's and people won't abuse it for what they actually want toggle for.
What if I want my lance to ninja through, say, the forest colony cave? Oops, everybody's AMS toggles are overridden....
#36
Posted 30 August 2014 - 04:18 PM
ArmandTulsen, on 27 August 2014 - 02:14 PM, said:
...But you shouldn't.
There has already been talk of AMS toggle, but something else that really needs to change is AMS affecting missiles that target only YOU. At least, make it an option.
I know that this is a team game, but more often than not my AMS ammo gets burned through by Clan LRMs that aren't even targeting me, then when it's my turn for the LRM rain I'm rather.. fucT.
Please change AMS so that it affects only missiles locked on you. And, of course, the toggle is important too.
Double the Armor double the damage to kill one another Double the ammo needed.
AMS ammo on TT could be burned through in a single Missile barrage, we have it exceptionally well that it takes so long to burn through it here.
Even using my house rules, AMS ammo only lasts one minute per ton!
#37
Posted 30 August 2014 - 04:25 PM
Edited by dezgra, 30 August 2014 - 04:25 PM.
#38
Posted 30 August 2014 - 04:30 PM
#40
Posted 30 August 2014 - 04:37 PM
Clan wolf 3045
inner sphere later
clan heat 5
Is heat 7
destroys whole volley
Edited by SaltBeef, 30 August 2014 - 04:41 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users