Novawrecker, on 14 March 2015 - 09:51 AM, said:
Didn't change the fact that originally, the LB was the improved version of the AC till LAC and different ammo types for the standard AC came into play.
Yea, I know how it was "originally," I just don't want MWO to always mimic the originally paths for certain items.
Novawrecker, on 14 March 2015 - 09:51 AM, said:
Btw, in MWO, clan does have superiority in most (if not all) aspects: Lighter, less bulk, more damage, more range. The only thing different in MWO are the clan AC shell breakdown and the longer burn times for lasers (as well as heat).
The difference here is that PGI did
attempt to change some things. Not necessarily
succeeding in all areas, but they made a try at it. Previous MW games mostly didn't bother. More progress can/should be made, but that goes beyond the scope of this thread...
Novawrecker, on 14 March 2015 - 09:51 AM, said:
Can say I agree with you as I used to REK stuff w/ in TT AC2/5 sporting AP rounds. However, I'm fully aware MWO is just based off TT, it's not its 100% incarnation and things never translate well from paper to game.
AP was probably one of the ones that were decent...but still, the crit chance decreased as your AC size went down, so the smaller ACs weren't as likely to get a TAC as the bigger ones.
Precision ammo might translate decently as having way faster projectile speed (accuracy).
Caseless would be nice for mechs that have limited weight to install ammo...might actually be the new go-to choice because of ammo explosions being uncommon here.
Those are the ones I can think of for being decent...
Novawrecker, on 14 March 2015 - 09:51 AM, said:
It's a matter of coding. Just like there is a command to switch ECM from Counter to Jam as there is a command to turn off/on AMS, etc. Aye will take some effort on their part to get it done, but it's not an impossibility.
I think it was something to do with having multiple ammo types loaded and the game trying to distinguish between which type of ammo to draw from.
The ECM mode switching thing might work, but it probably would need to use a single type of ammo for both firing modes. There wouldn't be slug ammo or cluster ammo, just plain old generic LB-X ammo that could be used for both modes, drawing from the same ammo bin.
For guns with more than just 2 ammo types (like all of the proposed regular AC ammo) then it might become a clusterfudge.
Novawrecker, on 14 March 2015 - 09:51 AM, said:
As for good ammo types for the AC? Here's a couple of concepts that have "possibilities". Though note, none are anything that are game breaking, just minor "add-ons" to the standard ammo that doesn't step on other weapons or equipment in the game.
- Tracer rounds: making a target that is hit easier to spot during night maps (akin to an illuminescent gel that dissipates after a brief amount of time).
- Heavy Impact rounds: increased screen shake on impacted targets.
Hitting people at night seems doable enough already, I don't think that would be a particularly good ammo type, especially considering that we have only 1 map (RCN) that's truly dark (Mining and Mordor have alright visibility) and gamma settings can be adjusted... I dunno if increased screen shake would be worth it or not.
In the end I'd just rather nudge the AC/10 cooldown time, as even now the gun doesn't feel that great to use (isn't bad, but also isn't good at any particular thing...).
Novawrecker, on 14 March 2015 - 09:51 AM, said:
So they either messed with the Cluster round crit chance or messed it up. Good to know. Thx
It's because of some pellets hitting nearby hitboxes instead of the intended panel, and the fact that a pellet getting a crit only does a little bit more damage. Meanwhile, if a pinpoint weapon like an AC/10 got a crit, it can kill an internal item in 1 hit (most items have 10 health) and it is more reliable at just outright destroying the section without trying to crit components.