To ammo or not to ammo that is the question.
#1
Posted 30 June 2012 - 06:39 AM
My view in past BT/MW games and especially tabletop has been to stick with energy weapons as I like to avoid mushroom clouds in my internal structure from ammo explosions where possible. Better to manage heat and if I can't I would prefer not to have 25 reloads of SRM sitting in my torso next to my reactor. I appreciate more armoured mechs and more support orientated roles it makes sense to go with LRM's A/C etc.
I am also thinking that ammo reloads between missions will also cost Cbills that the average newbie has to fork out for when starting that could be better spent elsewhere like the bar, paying off bounties on your head and well Geisha Girls...
Oh and am I missing something but will Machine guns and their associated ammo be wasted as their is no planned infantry or vehicle combat to my knowledge.
But conversely I guess if the ammo weapons make a wicked sound and visual effect I might just have to use it for the fun factor. And which pyromanic amoung us can resist inferno SRM rounds if made available.
Wishing all of you a great gaming experience.
#2
Posted 30 June 2012 - 06:50 AM
that said, in battletech online or whateve rthat game was called 10 years ago, i LOVED my sniper mech (can't remember name, but looked a bit like a rifleman) w/ 4 AC2s...plinkin' people from across the map and blowing off their beloved weapons before they could ever fire them at me.
The customization and theory crafting of this game is what has me so excited. I'm pretty much about as stoked as one could be.
Good point about reloading guns. Hopefully they make that cheap or trivial, as that could tip the balance towards energy weapons pretty badly otherwise. Maybe energy weapons will cost more to repair if they are destroyed? *shrug*
#3
Posted 30 June 2012 - 06:51 AM
#4
Posted 30 June 2012 - 06:51 AM
#5
Posted 30 June 2012 - 06:52 AM
#6
Posted 30 June 2012 - 06:59 AM
#7
Posted 30 June 2012 - 07:08 AM
#8
Posted 30 June 2012 - 07:13 AM
I personally like ACs, and my dream mech is a Mauler fitted w/ 4 LAC5's. Or several RAC5s. i'm not picky. (and yes, I know I'm going to have to wait a LONG time for those fits.) Yeah, my leg or arm might explode, but who cares. Play fast and loose w/ an AC Mech, conservative w/ a laser boat, and just keep range w/ a missile carrier. Whats the worst that happens? You blow up. Best scenario, you ruin the guy who has to wait for his heat to level off while you're hammering him w/ an AC or 1/2 dozen MGs.
#9
Posted 30 June 2012 - 07:14 AM
#10
Posted 30 June 2012 - 07:15 AM
Just came from the Diablo 3 forums... /shudder
#11
Posted 30 June 2012 - 07:17 AM
#12
Posted 30 June 2012 - 07:17 AM
In related House Kurita tech, we get the ERPPC and ERLL. (Other houses will prolly get them too, but maybe for a higher price?)
#13
Posted 30 June 2012 - 07:17 AM
And never underestimate a Hollander Running past you at top speed to ram down slugs into you from a distance where a small mech is had too hit.
I am more interested in the choices we might get concerning ammo. The more advanced munitions for ACs are not yet available in 3050, but I would realy like to have a mixed cluster and standart load for LB-X cannons so i can swich in battle, adapting to different ranges.
And I realy hope to see more then just standard missiles.
Imagine the fun of sending your force one of two possible ways, let the enemy scouts believe that the other is undefended just to walk into a minefield your Catapults laid using Thunder LRMs.
And of course Infernos of all ranges. I just can see Jennes flanking enemy assault mechs , spitting out Infernos to force shutdowns and make them stationary targets for the heavy hitters.
#14
Posted 30 June 2012 - 07:20 AM
Elizander, on 30 June 2012 - 07:14 AM, said:
Might have been my post in another thread - I suggested that it might be the case (and should be).
Nimblewright, on 30 June 2012 - 07:17 AM, said:
CASE will be ALL our friends when it turns up... it's a Davion's dream come true... those autocannon shells are going be constantly in the back of my mind - not least how painful they're going to be when they cook off...
#15
Posted 30 June 2012 - 07:20 AM
Nothing says "Hey look where i'm standing" than a PPC shot firing at someone (especially if you miss).
The AC's: Not as easy to spot where they're sniping from and it leaves the mech being fired on wondering "Where the hell am I getting hit from!" as they're getting bounced around by the impact.
#17
Posted 30 June 2012 - 07:23 AM
#18
Posted 30 June 2012 - 07:23 AM
#19
Posted 30 June 2012 - 07:26 AM
I've found that with proper heat management, the user induced ammo explosions from heat wasn't a huge problem. Ammo explosions from critical hits tho, that's what CASE is for.
Overall, cannons and ballistic weapons tradeoff limited ammo and heavy weight for comparatively low heat and decent ranges compared to damage output. A MLaser does 5 damage at 9 range for 3 heat and 1 ton. An AC5 does 5 damage, 1 heat and 8 tons. At 18 hexes. Yes, you can mount 8 medium lasers for the same weight. Yes, that is 40 damage, but also 24 heat. And no matter how many you pile on, you are still going to be limited to a max range of 9 hexes.
I have a personal love for the thrumming/booming sound of the autocannons. And the fact that 2 of my favorites from the tabletop will be in at launch? Yup. Ultra5 and LB10 for the win.
Going from the developer statements and the videos, laser fire is also more of a damage over time situation. I've always preferred to frontload my damage. I shoot, I hit, I deal listed damage to the impact point. If I really want to crit seek, that's what the cluster rounds are for.
#20
Posted 30 June 2012 - 07:28 AM
It would suck in a long match being left standing with no ammo. lol
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