I've always liked the utilitarian tasking of the 5s...especially for UACs if you're lucky enough to avoid the jams.
So, if one is going to rely on AC5s as primary weaponry how much ammo do you need to bring.
Ideally, there would be minimal long range shots, minimal probing shots, minimal "spray n' pray".


How Many Tons Of Ammo For 4X Ac5S
Started by CocoaJin, Dec 09 2014 03:07 PM
9 replies to this topic
#1
Posted 09 December 2014 - 03:07 PM
#2
Posted 09 December 2014 - 04:35 PM
Hi Jin,
My first and lone run with my Crab before work got in the way was:
XL360 ( I Know, I know ..... But I didn't die... )
(4) Uac5's
(8) Tons Ammo.. Not enough for 4 guns...
(2) Small Pulse Lasers
I think I put in 16 total heat sinks... never got close to over heating.. so If I drop down to an XL350 and 14 heat sinks I think I can stuff in 12 tons of ammo, or 360 round which I think might be enough if use trigger discipline.
Its a buzz saw with 4 inner sphere Uac5's with the cool down module. I will deliver at least 400-500 damage in a bad situation, and much more if I play smart.
This is a 100 ton mech, and even with an XL it has alot of armor. Just don't lead any push if your in an XL 100 tonner.
Been doing it off and on with Atlas since the first months of the game, just have to play smart and let others lead a bit...
Now I am not saying to ALWAY play a 100 tonner with an XL, I am saying you can do it if your willing to take the risk reward of it... Some games good, some not so good.
My first and lone run with my Crab before work got in the way was:
XL360 ( I Know, I know ..... But I didn't die... )
(4) Uac5's
(8) Tons Ammo.. Not enough for 4 guns...
(2) Small Pulse Lasers
I think I put in 16 total heat sinks... never got close to over heating.. so If I drop down to an XL350 and 14 heat sinks I think I can stuff in 12 tons of ammo, or 360 round which I think might be enough if use trigger discipline.
Its a buzz saw with 4 inner sphere Uac5's with the cool down module. I will deliver at least 400-500 damage in a bad situation, and much more if I play smart.
This is a 100 ton mech, and even with an XL it has alot of armor. Just don't lead any push if your in an XL 100 tonner.
Been doing it off and on with Atlas since the first months of the game, just have to play smart and let others lead a bit...
Now I am not saying to ALWAY play a 100 tonner with an XL, I am saying you can do it if your willing to take the risk reward of it... Some games good, some not so good.
#3
Posted 09 December 2014 - 04:40 PM
3 tonnes for each weapon is a good rule, if you're not a "SHOOT ANYTHING THAT MOVES" player, like I am.
Having said that, I carry 11 for Mr Pinchy, and haven't yet run dry.
Having said that, I carry 11 for Mr Pinchy, and haven't yet run dry.
#4
Posted 09 December 2014 - 04:40 PM
get a teammate in a jenner. hook up a trailer it it and have it haul as much ammo as possible, you'll need it
#5
Posted 09 December 2014 - 04:43 PM
10-12 tons of ammo? Wow, that's way more than I figured...gonna have to save done weight some where...I'm a bit concerned about the XL option though.
#6
Posted 09 December 2014 - 04:55 PM
I too, aim for 3 tonnes of ammo per-gun typically. Sometimes I make exceptions. Weapons with longer range like guass rifles and low-caliber autocannons I try to throw in an extra ton, especially if it's my 'main gun'. I see a lot of missile boats that in my opinion, have too many launchers without enough ammo. Quirks will also make a huge difference. The Dragon-1N can spit out bullets from two regular AC'5 just as fast as my Direwolf with 6 U/AC5's.
Edited by The Flying Gecko, 09 December 2014 - 04:55 PM.
#7
Posted 09 December 2014 - 04:58 PM
CocoaJin, on 09 December 2014 - 04:43 PM, said:
10-12 tons of ammo? Wow, that's way more than I figured...gonna have to save done weight some where...I'm a bit concerned about the XL option though.
Then don't XL it!
#8
Posted 10 December 2014 - 07:44 PM
I say as rule of thumb..
AC5's:
Minimum: 2 tons per (gets you through most matches, you may run out on long ones though
Balance: 3 tons per (you will almost never run out, except on matches where you are shooting 24/7 and the match is long)
Overload: 4 tons per (You just won't run out)
UAC5's:
Minimum: 2.5-3 tons (depends on jam frequency and trigger discipline really)
Balance: 3-3.5 tons
Overload: 4-4.5 tons
^^for uac's I normally give them the amount of ammo I'd do with norma ac's, then add ~.5 tons per unit, unless I have extra room.
I generally go between minimum and balance personally.. unless it's just for fun, then minimum all the way. You can work with the minimum if you aren't trigger happy. If you run out of ammo you've likely scored highly already.
AC5's:
Minimum: 2 tons per (gets you through most matches, you may run out on long ones though
Balance: 3 tons per (you will almost never run out, except on matches where you are shooting 24/7 and the match is long)
Overload: 4 tons per (You just won't run out)
UAC5's:
Minimum: 2.5-3 tons (depends on jam frequency and trigger discipline really)
Balance: 3-3.5 tons
Overload: 4-4.5 tons
^^for uac's I normally give them the amount of ammo I'd do with norma ac's, then add ~.5 tons per unit, unless I have extra room.
I generally go between minimum and balance personally.. unless it's just for fun, then minimum all the way. You can work with the minimum if you aren't trigger happy. If you run out of ammo you've likely scored highly already.
#9
Posted 10 December 2014 - 10:40 PM
Make your countings with simple formula: you must take ammo for total 700-900 damage by coefficient of you accuracy.
Example for cannon build.
1t ammo = 150 dmg(rude), accuracy = 0.65 so: 750/150/0.65 = 7.5 t ammo.
If accuracy 0.8 you need 6.5t etc.
There is no caliber dependency. If you have lasers you can take less AC ammo. This formula also workes for missiles.
Example for cannon build.
1t ammo = 150 dmg(rude), accuracy = 0.65 so: 750/150/0.65 = 7.5 t ammo.
If accuracy 0.8 you need 6.5t etc.
There is no caliber dependency. If you have lasers you can take less AC ammo. This formula also workes for missiles.
#10
Posted 10 December 2014 - 11:08 PM
Answer: One more.
This is also the answer to the question "how many soldiers can you fit in the back of an MRAP," but that's another story.
Seriously, however, I'd recommend at least two tons of ammunition per gun, for a total of 8, and possibly as high as 10 tons of ammunition. Then just monitor; if you're running out a lot, try to decide whether you're firing at targets too far away, or wasting a lot of shots - then either practice better fire control or add more ammo. If you're always ending up with three tons of ammo at the end of your matches, pull a couple tons out and put in heat sinks or upgraded lasers.
With all builds, you should monitor your results and adjust accordingly - if you're getting cored out from behind in your brawler, shift armor back, or rethink your engagement. If you're overheating too much, refit for better heat, or examine your fire discipline. Always be paying attention to the game, and looking at how things work for you - and for other people.
This is also the answer to the question "how many soldiers can you fit in the back of an MRAP," but that's another story.
Seriously, however, I'd recommend at least two tons of ammunition per gun, for a total of 8, and possibly as high as 10 tons of ammunition. Then just monitor; if you're running out a lot, try to decide whether you're firing at targets too far away, or wasting a lot of shots - then either practice better fire control or add more ammo. If you're always ending up with three tons of ammo at the end of your matches, pull a couple tons out and put in heat sinks or upgraded lasers.
With all builds, you should monitor your results and adjust accordingly - if you're getting cored out from behind in your brawler, shift armor back, or rethink your engagement. If you're overheating too much, refit for better heat, or examine your fire discipline. Always be paying attention to the game, and looking at how things work for you - and for other people.
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