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1,000 Ams Ammo Used To Be Enough To Never Run Out

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#1 Felio

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Posted 30 September 2014 - 12:55 PM

OK, by "never," I really mean something like 1 out of 100 matches. When the LURMs really let fly on Caustic or something. I thought the people asking for a toggle were crazy.

Now it's almost never enough. I can burn through 1,000 ammo in the first four minutes on a map with ample cover.

So is it a change in Elo, the clan LRMs giving you more time to burn them than IS missiles, or just more missiles flying around in general?

#2 Kain Demos

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Posted 30 September 2014 - 01:01 PM

Well 1 ton gives clans 2000rds so I've only ever run out once running single AMS that I can recall.

Still waiting on LAMS since if I remember right 3048 was when it became available.

#3 CDLord HHGD

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Posted 30 September 2014 - 01:04 PM

View PostKain Thul, on 30 September 2014 - 01:01 PM, said:

Well 1 ton gives clans 2000rds so I've only ever run out once running single AMS that I can recall.

Still waiting on LAMS since if I remember right 3048 was when it became available.

3059

#4 Kain Demos

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Posted 30 September 2014 - 01:04 PM

View Postcdlord, on 30 September 2014 - 01:04 PM, said:



Clan Wolf was using it by 3048 from that very link.

#5 Cyborne Elemental

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Posted 30 September 2014 - 01:05 PM

Its because C-LRM lengthen the duration that the missles are being fired upon by any AMS system, its a stream of missles stretched out so the AMS is firing from beginning to end nonstop on each volley.

IS LRM's are all in one clump, so your AMS stops firing sooner typically per volley.

Edited by Mister D, 30 September 2014 - 01:07 PM.


#6 Josef Nader

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Posted 30 September 2014 - 01:06 PM

LRMs are actually functional as a weapons system now, rather than being a yellow cloud of dirigibles that the enemy might eventually consider dodging by stepping behind a building 15 seconds or so after you fired them. Because they're finally somewhat useful, more and more pilots are starting to understand the value of an LRM rack on a mixed build for early match poking and supporting your teammates while you're moving into position. I very rarely see pure LRM boats nowadays too (and even more rarely do I see them do particularly well). There are more LRM racks on the field, but they're spread between more mechs.

Because of that, AMS really has to work hard, especially towards the beginning of the match while everyone is feeling each other out and poking your head out is likely to get you an LRM rainstorm.

#7 Metus regem

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Posted 30 September 2014 - 01:06 PM

View PostFelio, on 30 September 2014 - 12:55 PM, said:

OK, by "never," I really mean something like 1 out of 100 matches. When the LURMs really let fly on Caustic or something. I thought the people asking for a toggle were crazy.

Now it's almost never enough. I can burn through 1,000 ammo in the first four minutes on a map with ample cover.

So is it a change in Elo, the clan LRMs giving you more time to burn them than IS missiles, or just more missiles flying around in general?



You think that's bad, I burned through 6,000 rounds last night on my triple AMS Kit Fox last-night on Canyon....

mind you my team liked that I was there cutting down the LRM vomit that was coming in...

#8 CDLord HHGD

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Posted 30 September 2014 - 01:07 PM

View PostKain Thul, on 30 September 2014 - 01:04 PM, said:


Clan Wolf was using it by 3048 from that very link.

I was quoting production from the FedCom. I see your point though.... Might be holding it back just due to the general OP-ness of it over IS equivalents. You'll get IS players crying foul because of the obvious advantages (unless it weighs a lot and has a limited use like a laser capacitor or something).

#9 Bilbo

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Posted 30 September 2014 - 01:09 PM

There seem to be more LRM's being taken in general by Clan mechs.

#10 Scratx

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Posted 30 September 2014 - 01:10 PM

I'm actually of the opinion IS AMS could use an ammo buff to even it out with clan AMS. But *shrugs*.

#11 Kain Demos

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Posted 30 September 2014 - 01:11 PM

View Postcdlord, on 30 September 2014 - 01:07 PM, said:

I was quoting production from the FedCom. I see your point though.... Might be holding it back just due to the general OP-ness of it over IS equivalents. You'll get IS players crying foul because of the obvious advantages (unless it weighs a lot and has a limited use like a laser capacitor or something).


It wouldn't be that hard to balance.

Make it 1 ton, double the regular AMS weight but with the advantage of "infinite ammo" and the disadvantage of heat generation while in use. Clan 'mechs run hot already so LAMS would require judicious use of the AMS toggle switch.

I also think that it should be slightly more effective than AMS from reading the TT rule in that Sarna.net link.

#12 Swift Hatchet

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Posted 30 September 2014 - 01:12 PM

Running through a ton of AMS happens on a pretty frequent basis for me these days (especially on the weekends..). Which I contribute to both CLRMs (as Mister D mentioned), and the overall general increase in use.

Think the fastest I've seen a ton of ammo disappear was just under 3 1/2 minutes into a game this weekend on Canyon Network (where'd the sun go!?). :rolleyes:

#13 Metus regem

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Posted 30 September 2014 - 01:12 PM

View Postcdlord, on 30 September 2014 - 01:07 PM, said:

I was quoting production from the FedCom. I see your point though.... Might be holding it back just due to the general OP-ness of it over IS equivalents. You'll get IS players crying foul because of the obvious advantages (unless it weighs a lot and has a limited use like a laser capacitor or something).



It does... it counts as a weapon for heat.

#14 Apnu

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Posted 30 September 2014 - 01:14 PM

View PostFelio, on 30 September 2014 - 12:55 PM, said:

OK, by "never," I really mean something like 1 out of 100 matches. When the LURMs really let fly on Caustic or something. I thought the people asking for a toggle were crazy.

Now it's almost never enough. I can burn through 1,000 ammo in the first four minutes on a map with ample cover.

So is it a change in Elo, the clan LRMs giving you more time to burn them than IS missiles, or just more missiles flying around in general?


Before the rebirth of LRMs and when I had AMS, 1,000 ammo usually lasted me till half way to 2/3 of the way through a match. Rare was a time when I came back to the drop ship with any AMS ammo left (in games that featured LRMs, and there was quite a few).

Now a days, 1,500 rounds, per AMS unit, gets me to the half way mark of the match.

#15 Metus regem

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Posted 30 September 2014 - 01:15 PM

View PostKain Thul, on 30 September 2014 - 01:11 PM, said:


It wouldn't be that hard to balance.

Make it 1 ton, double the regular AMS weight but with the advantage of "infinite ammo" and the disadvantage of heat generation while in use. Clan 'mechs run hot already so LAMS would require judicious use of the AMS toggle switch.

I also think that it should be slightly more effective than AMS from reading the TT rule in that Sarna.net link.



1.5 tons, 7 heat ( :blink: ouch that's hot) 2 crits for clan Laser AMS, tech 3, taken right from heavy metal pro...

#16 TELEFORCE

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Posted 30 September 2014 - 01:28 PM

Yeah, LAMS is hot but you never run out of ammo (which is also explosive). Trade offs, people :)

#17 Metus regem

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Posted 30 September 2014 - 02:19 PM

View PostTELEFORCE, on 30 September 2014 - 01:28 PM, said:

Yeah, LAMS is hot but you never run out of ammo (which is also explosive). Trade offs, people :)

Oh I know, I just forgot just how much heat it generated was all.

#18 Bilbo

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Posted 30 September 2014 - 02:22 PM

View PostTELEFORCE, on 30 September 2014 - 01:28 PM, said:

Yeah, LAMS is hot but you never run out of ammo (which is also explosive). Trade offs, people :)

That tradeoff isn't worth taking in this game unless they don't offer the explosive option if they introduce it.

#19 Peenutts

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Posted 30 September 2014 - 04:23 PM

With LAMS equiped on a mech you could fire 5s LRM on them and spam their heat up so they shut down then get pOOped on. That would be some funny stuff.
6x 5lrm Mad Dog, or Catapult. :rolleyes:

#20 totgeboren

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Posted 01 October 2014 - 03:40 AM

On my STK-5S I got 2 AMS with extended range module and 3 tones of ammo (I had one ton of weight over and didn't know what to do with it. Turns out AMS ammo was really useful!). I run out of ammo maybe every fourth game in PUGs, though never in the group queue (seldom bring it there anyway).

There are a lot of LRMs in the PUG queue, that's for sure. Double AMS do help if you don't get help from ECM mechs, so they are like a poor mans ECM.

Edited by totgeboren, 01 October 2014 - 03:41 AM.






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