Ammunition Placement Discussion
#1
Posted 28 October 2014 - 12:22 PM
#2
Posted 30 October 2014 - 04:17 AM
#3
Posted 30 October 2014 - 04:39 AM
#4
Posted 30 October 2014 - 04:51 AM
#5
Posted 30 October 2014 - 05:37 AM
Bluefalcon13, on 30 October 2014 - 04:51 AM, said:
Honestly, the head is the only good place to put ammo in a light. Everywhere else is just bad. But sometimes you just need that second ton of ammo. Do what have to.
#6
Posted 30 October 2014 - 05:44 AM
Some things to consider:
-Order of consumption (CT-RT-LT-RA-LA-LL-RL-HD)
-Where the mech is typically damaged
-Do you have a shield side you plan to lose
-Playstyle
-XL/STD considerations
-Speed of consumption (CT is often safe because it goes first and you burn it off)
-Distance from CT (Arm explodes, you usually live, ST less so)
-Can you benefit from half-ton usage (this is new, lots forget it)
There are more, but that's just a short list off the top of my head of factors to consider. I make no hard and fast rules.
Escef, on 30 October 2014 - 05:37 AM, said:
Meh. ST on a Jenner-D/O is fine. If you're shot in an exposed ST, you're dead anyway.
#7
Posted 30 October 2014 - 08:39 AM
Bluefalcon13, on 30 October 2014 - 04:51 AM, said:
Does this vary by light? I run mostly Commando's and Locusts as speed freaks and tend to die to torso engine hits more often than leggings. The Raven has larger legs but I run that as a sniper. I don't have any Spiders, Jenners, etc.
#8
Posted 30 October 2014 - 08:46 AM
Escef, on 30 October 2014 - 05:37 AM, said:
The Head is certainly the best place to put ammo in a Light, but Lights' Side Torsos aren't exactly easy to hit either - so STs are generally pretty safe too, for any builds where you need more than 1 ton of ammo. It's even less risky if you have anything else in the same ST with the ammo, like some heatsinks or jumpjets, that can act as crit-buffers, too.
Edited by DEMAX51, 30 October 2014 - 08:48 AM.
#9
Posted 30 October 2014 - 02:19 PM
#10
Posted 02 November 2014 - 02:00 AM
Escef, on 30 October 2014 - 05:37 AM, said:
true, the chance of it exploding is very low. I randomly headshotted a locust once from fully armed head to death with 2 CERPPC, I still wonder if he had ammo in the head. But he died instant, and ammo explosion is a bit delayed, isn't it?
#12
Posted 02 November 2014 - 11:03 AM
3xnihilo, on 30 October 2014 - 02:19 PM, said:
CT is a bad spot for ammo on a Light, even though Ammo is drawn from the CT first. You may feel like "well, if my CT is open I'm going to die soon anyway" but I can't tell you how many times I've taken a dual Gauss shot to my Jenner's CT early in the game, only to survive the rest of the game, bright red CT and all, and putting up 500+ damage. If I had ammo in my CT in those instances, there'd be a 20% chance I would have died straight-off.
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