

#61
Posted 14 December 2014 - 04:57 AM
This will also cut down on the arty and air strikes.
#62
Posted 14 December 2014 - 05:00 AM
Sandpit, on 14 December 2014 - 03:03 AM, said:
IS ballistics are the ONLY PPD/FLD weapon in the game. That means they have a very distinct advantage over every other weapon in the game. Taking away the single most important trade=off/drawback to that weapon simply because "I ran out of ammo and didn't bring a more balanced build" is a ridiculous idea in my opinion
Thats fine if you match is 10 minutes long and theres 12 mechs to deal with. But at 30 mins and 48, its just stupid, Your greatest strength is FLD weapons and for IS but the fact they are ammo dependent makes them a bigger liability then ever before, because your energy weapons in comparison suck to clan and are pretty crap as backup weapons
Edited by Verapamil, 14 December 2014 - 05:03 AM.
#63
Posted 14 December 2014 - 10:47 AM
Verapamil, on 14 December 2014 - 05:00 AM, said:
No players who don't conserve ammo and/or build balanced mechs are a liability. The flaw lies in the player, not the game
#64
Posted 14 December 2014 - 10:50 AM
Victor Morson, on 12 December 2014 - 08:31 PM, said:
The way it is now, if you take a 'mech that is centered around ammunition fed weapons - even if you're carrying some additional guns - your best bet is to eject the second that counter hits 0 and get a new 'mech, otherwise you're just a walking armor sink that's not doing anything effective. God help you if you don't have backup weapons (Twin Gauss mechs, for example).
Rearming is a must, if you have the chance to live through 5 waves.
While I am for re-arm bays as well, I think the reason why most battlemechs have back-up energy weapons is, well, to be still fight capable after they exhausted their ammo. MWO unfortunately doesn't promote this type of gameplay.
#66
Posted 14 December 2014 - 11:25 AM
Sandpit, on 14 December 2014 - 01:44 AM, said:
Because you see tanks on modern fields of battle leave the fight in the middle of a warzone battle so they can reload right? That's pretty realistic.
You don't? Hmmm maybe that's because THEY are smart enough to carry enough ammo for their operations.
It's called supply lines, and yes actually, believe it or not front line units have to be resupplied. They don't just abandon their vehicles when they get low on ammunition. They RTB and refit. (fobs get it choppered in, etc) That would actually be a cool thing to add to CW, supply lines. And the ability to cut them, then the planet with the lines cut is cut off from resupply or reinforcement.
PS, CW is not hardcore. funneling through two gates takes no strategy and is in no way hardcore gameplay. This game is still team deathmatch in robots. Ever play Arma? It's the civilan version of VBS which the U.S. Army uses for training. That's what "hardcore" gameplay is, or EVE Online. You have to actually be able to read a map and know tactical manuevers, like an L shape ambush. And unit formations, like the wedge or line, staggered column etc. This game will never be "hardcore" everthing about it is casual.
Edited by lsp, 14 December 2014 - 11:36 AM.
#68
Posted 14 December 2014 - 11:26 AM
TT did allow for rearming. It requires the 'mech to hold still while ammo is fed into the holding bins. IIRC this is 10 minutes +/- skill roll of the attending tech. Just does not fit the scope of MWO.
#69
Posted 14 December 2014 - 11:27 AM
lsp, on 14 December 2014 - 11:25 AM, said:
first, attackers don't have a base to return to. They're dropped into the battle via big spaceship
If you want supply lines then you need an actual economy, repair fees, all that good stuff that goes along with it. Now if you want to talk about adding all that in, then we can talk about repairs mid-battle.
That also includes ways for enemy forces to disrupt those supply lines by taking strategic planets and such as well.
#70
Posted 14 December 2014 - 11:32 AM
lsp, on 14 December 2014 - 11:25 AM, said:
Agreed. I would love to see campaigns in MWO. Many of the TT scenarios even allowed for supplylines being cut. This usually took the shape of 'mechs dropping with ammo bins only half full. Several of the Tukkayid campaign scenarios were written this way.
However for single drop purposes? No. This is not an FPS shoot and scoot game. Picking up health packets, ammo clips, etc.
This is a thinking persons shooter. Where you design a good 'mech capable of carrying out your intended mission.
#71
Posted 14 December 2014 - 11:40 AM
Alistair Winter, on 13 December 2014 - 05:08 PM, said:
#72
Posted 14 December 2014 - 06:25 PM
This was just a hey, i had this thought, what do you guys think, yes/no reasons. type thread to have a discussion about it. I personally will adjust with the game as I have been, and as everyone will too.
In a 15 minute match i felt no discrepancy versus another team, but now that each enemy player has 4 mechs it felt a bit imbalanced to me vs a 30pt alpha (or higher) with lasers vs dual guass over the course of the game.
"[color=#959595]People with a desire to change any aspect of the game in any way what so ever should express their desire on the forum and leave it to PGI to weigh the demands of the consumers with their own artistic vision.[/color][color=#959595] [/color]
Thank you allistair. This is what i wanted to see, it would be nice to just see yes no , my reasons posts without people getting around to attacking other people's opinions, It won't change them.
#73
Posted 14 December 2014 - 10:15 PM
Now, here's the catch. The ammo that is allocated to the match is removed from your inventory. Win or Lose, that ammo is GONE. So, take 3 tons on your mech, and 7 in your stash? That's 7 tons of ammo that you'll have in CW costs. Run 7 tons in your mech, and take 3 in your stash? Only three tons worth of reload costs. Just an idea.
Edit: And FYI, I have a Super Stock HBK-4G that works fine in CW, with an AC20, and three medium Lasers. It has 35 shots, which is enough to last me till it's wrecked. I sacrificed Speed for the ammo.
Edited by Thunder Child, 14 December 2014 - 10:17 PM.
#75
Posted 14 December 2014 - 10:48 PM
Put simply, I am all for the idea, provided there is a decent punishment for doing so. This ain't Call of Mech. So sure, bring your own personal stockpile of ammo. That'll be 50,000 cbills in Postage and Handling.
#76
Posted 14 December 2014 - 10:54 PM
Thunder Child, on 14 December 2014 - 10:48 PM, said:
I'm all for rearm fees also. Along with repair fees, supply lines, a full economy, etc.
If PGI implements all of that and all of the drawbacks that go along with that and starts implementing consequences for ammo spam in cost to rearm, stuff like that. Then I'd be all for rearming by walking all the way back to the drop ship point, paying for rearm fees, taking 5 minutes to rearm, etc.
Dropping a magical rearm package or rearm bay on the map to provide unlimited ammo mode? No thanks.
#77
Posted 14 December 2014 - 10:56 PM
I'm the kind of douche that would run an 8 Splaserstar and specifically die, hunting down peoples ammo piles.
#78
Posted 14 December 2014 - 11:01 PM
Thunder Child, on 14 December 2014 - 10:56 PM, said:
I'm the kind of douche that would run an 8 Splaserstar and specifically die, hunting down peoples ammo piles.
That's not what the OP and most in this thread have been asking for though. Put in all the drawbacks as opposed to unlimited ammo mode and you've got the start of an actual economy which would be great IMO.
Again, not what the op wanted though. I could see your idea along with the drawbacks I mentioned workign and adding some flavor. Pay for the ammo up front and if you don't use it you lose it. Have it count against your drop weight in your deck. Stuff liek that. Also implement supply lines that can be cut if enemy forces take strategic planets. Stuff like taht and you've got a lot more in-depth strategy.
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