Just an idea the team was batting around with.
A costly module equiped in a mech or weapon slot. No ship, just a drop pod filled with 2 tons of one or two type(s) of ammo. Can be destroyed or captured by the enemy team. 15 seconds timer, current location.
2
Ammo Module
Started by Grimvid, May 25 2016 05:58 PM
10 replies to this topic
#1
Posted 25 May 2016 - 05:58 PM
#2
Posted 25 May 2016 - 06:05 PM
Sure, even though it is virtually unheard off to reload mech ammo on the field without a MFB. Assuming PGI can code it in in the first place, of which I am not confident.
#3
Posted 25 May 2016 - 07:48 PM
Sure but it can only be purchased with MC.
#5
Posted 26 May 2016 - 12:47 AM
Mod that increases ammo cap. by ~15%(30% will be way too much no? ) though...
Tasty.
Tasty.
#6
Posted 26 May 2016 - 06:44 AM
No need to be a drop pod or some silly consumable type module, why not just a module that grants +X% ammo to the bearer?
#7
Posted 26 May 2016 - 06:53 AM
How about not getting used to using modules? I rarely use ANY moduls of any kind unless the mech really needs it.
For example the Enforcer 5p with uac 5 cooldown module. Even then its not really needed.
Better to get used to no modules at all than to be afraid of not using them.
Its like having crutches even though you havent broken your foot.
Also you save a shitton of money. You always get some high prized reward modules when Early Adopting. Its only that you have to grind GXP to unlock those modules.
For example the Enforcer 5p with uac 5 cooldown module. Even then its not really needed.
Better to get used to no modules at all than to be afraid of not using them.
Its like having crutches even though you havent broken your foot.
Also you save a shitton of money. You always get some high prized reward modules when Early Adopting. Its only that you have to grind GXP to unlock those modules.
#8
Posted 26 May 2016 - 06:57 AM
Magic free ammo storage. Ehhhh, IDK.
If PGI needs to revisit the amount of rounds per ton and buff it (like they did with the A/C and LBX 10), that's fine with me. I don't think I'd want a module for that though.
Now, a module that made every location on your mech have CASE like the Clan Omnimechs, I'd be ok with that lol.
If PGI needs to revisit the amount of rounds per ton and buff it (like they did with the A/C and LBX 10), that's fine with me. I don't think I'd want a module for that though.
Now, a module that made every location on your mech have CASE like the Clan Omnimechs, I'd be ok with that lol.
#9
Posted 26 May 2016 - 10:26 AM
Oh sweet erratic Eris no.
#10
Posted 26 May 2016 - 10:37 AM
El Bandito, on 25 May 2016 - 06:05 PM, said:
Sure, even though it is virtually unheard off to reload mech ammo on the field without a MFB. Assuming PGI can code it in in the first place, of which I am not confident.
They have the code already; you can do repair and rearm in the training grounds.
That said, as for the OP's suggestion; NO THANKS.
#11
Posted 26 May 2016 - 11:01 AM
I really, really like the idea of a module that increases your ammo-per-ton by 25%...
You could have one for ballistic and one for missiles.
Also, rather than a physical drop in the world that refills ammo, you could have an expensive consumable which calls in an unmanned drone to refill your ammo, but also shuts your mech down for 30 seconds or so while it's refilled.
You could have one for ballistic and one for missiles.
Also, rather than a physical drop in the world that refills ammo, you could have an expensive consumable which calls in an unmanned drone to refill your ammo, but also shuts your mech down for 30 seconds or so while it's refilled.
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