There was a long period of time where LRMs were absolutely useless, so nobody took them. Its not hard to see why then the AMS ammo lasted, its because it almost never had to fire!
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26 replies to this topic
#21
Posted 01 October 2014 - 04:31 AM
#22
Posted 01 October 2014 - 04:42 AM
LAMs would need a toggle button to avoid abuse.
#23
Posted 01 October 2014 - 04:52 AM
Felio, 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?
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?
On the one hand CLRMs drain more of your AMS ammo because they are fired in a stream - so your AMS is constantly firing them down.
On the other, that's good news because your AMS is shooting down more CLRMs and protecting from more damage.
#24
Posted 01 October 2014 - 05:03 AM
Captain Obvious answer:
You only needed 1000ish ammo when there were 8 enemy mechs, now there are 12.
You need more ammo.
You only needed 1000ish ammo when there were 8 enemy mechs, now there are 12.
You need more ammo.
#25
Posted 01 October 2014 - 05:11 AM
cdlord, 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).
Make it 2 tons in a self contained unit. Add in 1 ton, 1 Crit Slot "capacitor banks" to increase "ammo" capacity by a little bit.
Short burn recharging "capacitors" provide "ammo" for the LAMS turret, which is more accurate and powerful but fires far fewer shots than standard AMS. Essentially, LAMS would only fire in short (but effective) bursts before recharging, as compared to the constant stream of rounds standard AMS can fire. It would be useful against sporadic Lurm strikes, but useless against concentrated Lurm attacks, unlike standard AMS.
Just my play on your original idea for a capacitor system.
#27
Posted 01 October 2014 - 05:14 AM
LORD ORION, on 01 October 2014 - 05:03 AM, said:
Captain Obvious answer:
You only needed 1000ish ammo when there were 8 enemy mechs, now there are 12.
You need more ammo.
You only needed 1000ish ammo when there were 8 enemy mechs, now there are 12.
You need more ammo.
That makes no sense. It's not like the opponents get 4 more players with a total of 12 while you remain 8. If you get more team-mates then you statistically should have more AMS in your team too. I think the streaming clan lrms does consume more ams and also the lighter clan weaponry makes it possible for you to carry more ammo.
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