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Ammo Dump

Module

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#1 White Bear 84

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Posted 04 November 2014 - 11:21 PM

Module Idea - Ammo Dump.

Premise: You are running around, getting shot at/all beat up and internals exposed. You don't have CASE or have ammo in slots where you could not fit CASE to account for the tonnage/slot or do not want to waste the tonnage in multiple components..

Your mech has a mix of ammo based weapons and energy weapons.

To enhance survivability, you can perform an ammo dump as a consumable module to reduce the chance of getting crits when critically exposed. Downside, this renders your ammo based weapons redundant.

If ammo drops/refuels are present in CW could be a good module where you are stuck in a protracted battle, need to reduce chance of death until the fight dies down, then when the opportunity is safer could reload weapons (if this was implemented)

Thoughts? Bad Idea/Good Idea?

Just a random thought.

*Puts flame retardant overalls on and turns down the thermostat in anticipation...*

#2 luxebo

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Posted 04 November 2014 - 11:36 PM

Shouldn't you be able to dump it anyway manually? As a consumable... sure I guess but I'd prefer it as manually aka push of a button rather than purchasing.

But considering what happened to coolant...

#3 Elizander

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Posted 05 November 2014 - 12:11 AM

I don't think people in competitive play will use up a slot for this in place of other consumables.

#4 Desolator

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Posted 05 November 2014 - 12:56 AM

So what you are saying is that you would rather spend 1,000,000 - 6,000,000 c-bills on a module to dump ammo, instead of buying case.

I guess if I was worried about it that much, I would just buy the case and save a few million c-bills and a module slot.

#5 SweetJackal

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Posted 05 November 2014 - 01:00 AM

Pretty sure dumping ammo has been a base function of battlemechs in lore, the TT and other titles. Commonly used for ammo based weapons that were a liability in closer range combat? Also done to purge the remaining ammo from destroyed weapons during a lull in combat?

I also do remember that a battlemech with hand actuators being an option for tools required for reloading a mech in the field in the TT. One of the reasons why battlemechs were given hands by design.

Or I might be confusing that with the rules from any of a dozen of so mecha RPGs I've played and don't have the books for in my hands at this moment.

Edited by SuckyJack, 05 November 2014 - 01:01 AM.


#6 Mycrus

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Posted 05 November 2014 - 01:01 AM

Module yes
Consumable no
Feature yes

#7 Duncan Jr Fischer

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Posted 05 November 2014 - 01:31 AM

Dumping ammo is a basic function. The mech should be immobile while performing this operation, and by TT rules if you are shot in the back while dumping ammo, there was a big chance for ammo explosion.

Making this a module is a bad idea. What's next, movement module, with which you can move?

#8 White Bear 84

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Posted 05 November 2014 - 02:26 AM

View PostDesolator, on 05 November 2014 - 12:56 AM, said:

So what you are saying is that you would rather spend 1,000,000 - 6,000,000 c-bills on a module to dump ammo, instead of buying case.


Nope it would be a consumable with a cost per use.....

View PostDuncan Jr Fischer, on 05 November 2014 - 01:31 AM, said:

Dumping ammo is a basic function. The mech should be immobile while performing this operation, and by TT rules if you are shot in the back while dumping ammo, there was a big chance for ammo explosion.


A few people have said the same, in which case why not make it a function if not a consumable...

Either way the option should be there I think..

Edited by White Bear 84, 05 November 2014 - 02:37 AM.


#9 Lily from animove

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Posted 05 November 2014 - 03:25 AM

there should just be a key to allow that, it was there at least in MW 3.

#10 Krivvan

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Posted 05 November 2014 - 03:35 AM

I don't feel like it'd actually be all that useful beyond in rare circumstances and as a thing to throw at and placate TT and "sim" players.

#11 9erRed

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Posted 05 November 2014 - 04:31 AM

Greetings all,

Yes, as many have stated, the function to dump ammo was a normal feature of all Mech's.

- Even in the early days of this games development there were images of the cockpit and there was a set of keys displayed on the dash that were labeled 'dump ammo'.
- Given we have the keys to assign weapons groups function, it should not be out of the question to look for that type of key system.
~ there would need to be a selectable method for where the ammo is to be dumped from, and the linking into the game loadout system, but could function exactly like weapons group settings.
(I could even see a game setting for when the torso is critical, the system dumps that locations ammo, for safety.)

From Lore related material, there was a Pilots option to transfer ammo between locations.
- One direction only and all directed to central locations in the feed belts routing, but it could be done.
- There was also an emergency dump of all ammo, rarely used but the function was there.
(3 - Emergency ammo dumping control - used on conjunction with the left and right weapons status displays to eject unused ammo, located on right side of cockpit for most mechs.)

Just some info,
9erRed

#12 Nightmare1

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Posted 05 November 2014 - 08:57 AM

I remember reading in the books about pilots dumping their ammo after their weapons were ruined. Frankly, I think this should be a valid mechanic without needing to use a module.

While we're on that subject, is there any way to make dumped ammo appear on the map as destructible materials? I'm thinking of a scenario where a Catapult loses its arms and launchers so it dumps its ammo. Another Mech (let's say Locust), sees this and later fires into the dumped ammo as enemies charge through it, detonating the LRMs in a sort of crude minefield.

This could work for other types of ammo as well, though I'm not sure how feasible it is in terms of game mechanics.

#13 Big Tin Man

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Posted 05 November 2014 - 09:16 AM

I would be in favor of this if there were a cost to re-arm. Drop your ammo on the battlefield, you need to buy it again. I do like the requirement to stand still, and big ammo explosion chance if your shot while dumping. Dump 1 ton of ammo every 6 sec?

I'm also in favor of bringing back repair/rearm costs, but that's another thread. I liked the challenge of keeping a balance of healthy mechs and cbills. Right now is just a grind to by more stuff.

Edited by Big Tin Man, 05 November 2014 - 09:18 AM.


#14 Kalimaster

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Posted 05 November 2014 - 09:51 AM

I like the idea of being able to dump ammo. However I don't think that you should be able to pick up your ammo if you dump it so it could be used again during the match. If you choose to dump your ammo, that's it. It's gone. It is a sound idea, but it should be a basic function and would not take up a consumable slot. We could use one of the original keys used for consumables for this function now that some of them have been freed up using the two slot system dedicating two keys to their usage.

Question is, which key?

The idea is sound concerning this subject. It just needs a little bit of work and I for one would like to see this implemented.

#15 Koniving

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Posted 05 November 2014 - 05:46 PM

I'd like to dump the Gauss Rifles in the event of an emergency.
Figured out how to do it in Megamek by mounting it as a detachable weapon.

Use it. Oh crap, emergency situation; Dump it!

#16 Zephonarch II

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Posted 06 November 2014 - 03:48 PM

If we can get a Weapon Door close/open button, then we can also get a dump ammo button for all mechs, including other obvious mech functions as default controls like steering jump jet trajectory, change radar modes, etc. It's good for immersion. And it should be in the next minor patch. Besides the hot fixes to quirks and weapon balancing, this needs to be next on our agenda.

#17 XphR

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Posted 06 November 2014 - 04:33 PM

We need the power to dump ammo, but it should not be tied to a consumable nor a module component. We just need to be able to dump ammo as a fully free (until R&R makes its way back in [then it should cost as per any other consumed ammo{and count towards oppositions salvage}]) option.

#18 Burktross

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Posted 06 November 2014 - 05:59 PM

View PostDesolator, on 05 November 2014 - 12:56 AM, said:

So what you are saying is that you would rather spend 1,000,000 - 6,000,000 c-bills on a module to dump ammo, instead of buying case.

I guess if I was worried about it that much, I would just buy the case and save a few million c-bills and a module slot.

Consumable.
Consumable =/= module.

#19 Cyrilis

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Posted 17 November 2016 - 07:10 AM

HOORAY for ammo dump function!





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