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Ammo In The Arms Should Be Used The First!


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#1 bad arcade kitty

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Posted 22 August 2015 - 05:18 AM

why is it used the last, after all? do you think that ammo-dependent weapon is too op? why can't it be used the first how it should be? i just had a game where our ebj and my scr hid for 6 minutes from enemy single badly damaged nova (we tried to ram it a bit and then fled each in own direction) because we both ran out of ammo and i ran out of ammo because, guess what, my arms were torn off

pgi, you don't give us melee, can you at least buff ammo based weapons a bit

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#2 Alistair Winter

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Posted 22 August 2015 - 05:27 AM

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Easy fix. Stop boating Streaks.

I won't even get into the issue of cheesy builds. Only bringing ammo-based weapons is a huge risk. It's a super-specialized build. Do it at your own peril. PGI should be doing more to encourage balanced builds, not to help missile boats and ballistic boats.

Dakkawolves, Streakcrows, LRM stalkers with no backup weapons. Please collect a total of 0 sympathy points from Alistair Winter.

#3 Juodas Varnas

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Posted 22 August 2015 - 05:30 AM

View PostAlistair Winter, on 22 August 2015 - 05:27 AM, said:

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Easy fix. Stop boating Streaks.


Hahaha, i don't think i've ever seen Bad Arcade Kitty in anything other than the Skillcrow.
Not even kidding.

But seriously, you're bringing nothing but ammo-dependent weapons, that's your problem.
Instead you could remove one or two of those launchers and get some lasers for back-up, just in case you run out of ammo or it gets blown up.

Ammo should be used from the Head first, then the CT, then the STs, because those locations are the most vital and ammo explosions there are the most devastating.

Edited by Juodas Varnas, 22 August 2015 - 05:33 AM.


#4 bad arcade kitty

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Posted 22 August 2015 - 05:35 AM

well, it's not a streakboat specific problem

i think everybody agrees that arm ammo used the last is a disadvantage and that lasers are way stronger than ballistic

why does ballistic have that disadvantage still then?

#5 bad arcade kitty

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Posted 22 August 2015 - 05:38 AM

View PostJuodas Varnas, on 22 August 2015 - 05:30 AM, said:

Instead you could remove one or two of those launchers and get some lasers for back-up, just in case you run out of ammo or it gets blown up.


a couple of hints: a ) when people remove a launcher for lasers it's almost always an arm launcher for 4 small lasers, see the problem here? b ) even a single med laser in the head drops dps hard *and* lessens the ammo by 1 ton... you will not put cap in the arms, right? if i had a med laser it would be even worse, i would have probably simply died

View PostJuodas Varnas, on 22 August 2015 - 05:30 AM, said:

Ammo should be used from the Head first, then the CT, then the STs, because those locations are the most vital and ammo explosions there are the most devastating.


ammo is used from the head the last btw
also overheat ammo explosions are incredibly rare

Edited by bad arcade kitty, 22 August 2015 - 05:40 AM.


#6 Sorbic

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Posted 22 August 2015 - 06:54 AM

I do wish we could set up, per mech, the order in which ammo is used with readouts showing how much is left in which local. Plus an eject ammo button. It's always annoying losing an AC10 early on and running around with a bunch of ammo waiting to explode.

#7 bad arcade kitty

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Posted 22 August 2015 - 07:00 AM

View PostSorbic, on 22 August 2015 - 06:54 AM, said:

I do wish we could set up, per mech, the order in which ammo is used with readouts showing how much is left in which local. Plus an eject ammo button. It's always annoying losing an AC10 early on and running around with a bunch of ammo waiting to explode.


or this

#8 Spleenslitta

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Posted 22 August 2015 - 07:04 AM

View PostAlistair Winter, on 22 August 2015 - 05:27 AM, said:

Posted Image

Easy fix. Stop boating Streaks.

I won't even get into the issue of cheesy builds. Only bringing ammo-based weapons is a huge risk. It's a super-specialized build. Do it at your own peril. PGI should be doing more to encourage balanced builds, not to help missile boats and ballistic boats.

Dakkawolves, Streakcrows, LRM stalkers with no backup weapons. Please collect a total of 0 sympathy points from Alistair Winter.

Hear hear. 0 symphaty votes indeed.

I've seen matches won and lost because players don't pack as much as a single small laser as a backup weapon.

#9 bad arcade kitty

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Posted 22 August 2015 - 07:14 AM

pshaw
i already explained why i don't pick a laser (which wouldn't help vs a damn nova anyway), and then it's irrelevant

i had to remember that people are butthurt about streakcrows and had to make this thread without an example

#10 Pjwned

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Posted 22 August 2015 - 07:19 AM

View Postbad arcade kitty, on 22 August 2015 - 05:38 AM, said:

a couple of hints: a ) when people remove a launcher for lasers it's almost always an arm launcher for 4 small lasers, see the problem here? b ) even a single med laser in the head drops dps hard *and* lessens the ammo by 1 ton... you will not put cap in the arms, right? if i had a med laser it would be even worse, i would have probably simply died


Use a different mech then, such as the Mad Dog.

#11 Mechwarrior Buddah

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Posted 22 August 2015 - 07:23 AM

View Postbad arcade kitty, on 22 August 2015 - 05:18 AM, said:

why is it used the last, after all? do you think that ammo-dependent weapon is too op? why can't it be used the first how it should be? i just had a game where our ebj and my scr hid for 6 minutes from enemy single badly damaged nova (we tried to ram it a bit and then fled each in own direction) because we both ran out of ammo and i ran out of ammo because, guess what, my arms were torn off

pgi, you don't give us melee, can you at least buff ammo based weapons a bit

Posted Image


In CB/OB there was a diagram of how ammo feeds went but Ive since had devs note that that isnt how it works anymore and a rather helpful note of it depends on when you put what where

Edit: Hey I found it

Posted Image

View PostAlistair Winter, on 22 August 2015 - 05:27 AM, said:

not to help missile boats and ballistic boats.


uh laser vomit is king right now, kinda think every other weapon needs the help

Edited by Mechwarrior Buddah, 22 August 2015 - 07:22 AM.


#12 Cyborne Elemental

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Posted 22 August 2015 - 07:27 AM

If you have to streaknub it up, bring some backups.

With as inaccurate and sloppy as streaks are, you need at least a laser or two to wear out spots and have some backup.

This isn't perfect, but its alot more useful than 100% streaks.
http://mwo.smurfy-ne...2ebec9ade3d9688

#13 Juodas Varnas

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Posted 22 August 2015 - 07:32 AM

View PostMister D, on 22 August 2015 - 07:27 AM, said:

If you have to streaknub it up, bring some backups.

With as inaccurate and sloppy as streaks are, you need at least a laser or two to wear out spots and have some backup.

This isn't perfect, but its alot more useful than 100% streaks.
http://mwo.smurfy-ne...2ebec9ade3d9688

But... That might require... AIMING! *shudders*

#14 bad arcade kitty

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Posted 22 August 2015 - 07:43 AM

View PostMister D, on 22 August 2015 - 07:27 AM, said:

If you have to streaknub it up, bring some backups.

With as inaccurate and sloppy as streaks are, you need at least a laser or two to wear out spots and have some backup.

This isn't perfect, but its alot more useful than 100% streaks.
http://mwo.smurfy-ne...2ebec9ade3d9688


it's a crappy build

2 meds... 1,5 tons of ammo per arm... ewww; at least 4 smalls make a sense

also yet again i see that people are stupid

i made a thread about one thing, they speak about another and also give some poor advice which i didn't ask

#15 Mcgral18

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Posted 22 August 2015 - 07:45 AM

View PostMechwarrior Buddah, on 22 August 2015 - 07:23 AM, said:


In CB/OB there was a diagram of how ammo feeds went but Ive since had devs note that that isnt how it works anymore and a rather helpful note of it depends on when you put what where

Edit: Hey I found it

Posted Image


While old, the only thing that's changed is the head.

Went from first to last, for some reason.

#16 NeoAres

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Posted 22 August 2015 - 07:47 AM

As valid as the counters everybody's saying are, I do have to say that it would make a lot of sense to have ammo box draining order be a configurable option in the mechlab. Understandably it would be a ***** to code and thus will never be implemented in the game, but it seems impossible that the pilot would be unable to have control over which ammo box a weapon draws from first.

But, barring that, the current system makes the most sense, is true to CBT rules, and as such there's no way they will or should reverse the drain order as OP suggests.

Edited by NeoAres, 22 August 2015 - 07:48 AM.


#17 Alek Ituin

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Posted 22 August 2015 - 07:50 AM

View PostSorbic, on 22 August 2015 - 06:54 AM, said:

I do wish we could set up, per mech, the order in which ammo is used with readouts showing how much is left in which local. Plus an eject ammo button. It's always annoying losing an AC10 early on and running around with a bunch of ammo waiting to explode.


You mean actual, meaningful customization options that let us modify the very base elements of our Mech's operation?

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#18 Pjwned

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Posted 22 August 2015 - 07:50 AM

View Postbad arcade kitty, on 22 August 2015 - 07:43 AM, said:


it's a crappy build

2 meds... 1,5 tons of ammo per arm... ewww; at least 4 smalls make a sense

also yet again i see that people are stupid

i made a thread about one thing, they speak about another and also give some poor advice which i didn't ask


Here you go, C-SSRM30 + 4 ER SL and you can use the last 2 tons as you see fit.

#19 Alistair Winter

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Posted 22 August 2015 - 07:56 AM

View PostMechwarrior Buddah, on 22 August 2015 - 07:23 AM, said:

uh laser vomit is king right now, kinda think every other weapon needs the help

Uhhhhh pretty sure they need to help balanced builds, not missile boats and ballistic boats.

Ammo location isn't the reason why balanced builds aren't more popular. They do need to buff ballistic and missile weapons, but not with the aim of helping people who just boat weapons. The CUAC buff was a step in the right direction, because it resulted in more Clan players combining lasers with ballistics. If ballistics were even cooler, you would see less gauss+laser meta builds and more variation. Streaks and LRMs are harder to balance, due to the insanely easy-mode target locks which almost remove aiming skills from the equation. But SRMs and ballistics should be fairly easy to balance, even in the current state of the game.

#20 ScreamingSkull

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Posted 22 August 2015 - 08:01 AM

View PostAlistair Winter, on 22 August 2015 - 05:27 AM, said:

Posted Image

Easy fix. Stop boating Streaks.

I won't even get into the issue of cheesy builds. Only bringing ammo-based weapons is a huge risk. It's a super-specialized build. Do it at your own peril. PGI should be doing more to encourage balanced builds, not to help missile boats and ballistic boats.

Dakkawolves, Streakcrows, LRM stalkers with no backup weapons. Please collect a total of 0 sympathy points from Alistair Winter.


... right because non-laser boats are the bigger problem... right....





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