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Question About Ammo Explosion.


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#1 Lily from animove

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Posted 20 June 2016 - 01:29 AM

What is the minimum amount of damage needed to destroy a slot of ammunition?

Whats the HP of a slot ammo? 10?

can a double crit Ac 5 blow it off?

can a clan Ac pellet dealing 3,333amage blow it off with a triple crit? (one CUAC 10 pellet) or just 4 pallets of a LBX when critting.

#2 Wintersdark

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Posted 20 June 2016 - 01:43 AM

10 damage.

A double critical of an ac5 CAN, if both crits hit the ammo - even grey items like engines/actuators/etc are targets, and a double or triple critical just does 2 or 3 separately rolled 5 damage crits.

If a slot of ammo is destroyed, there's only a 10% chance of it actually exploding.


So, a slot of ammo in the head has a 1/6 chance of being hit by any given crit. An AC5 double crit would require both crits to hit it, so 1 in 36. Then there's a 1 in 10 chance of it exploding, taking you to 1/360 from a single through-armour ac5 double crit hit.

Lbx pellets do 2 damage each when critting, so you'd need 5 pellet crits to hit the same ammo bin in order for it to be destroyed.

Edited by Wintersdark, 20 June 2016 - 01:41 AM.


#3 Lily from animove

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Posted 20 June 2016 - 01:44 AM

View PostWintersdark, on 20 June 2016 - 01:38 AM, said:

10 damage.

A double critical of an ac5 CAN, if both crits hit the ammo - even grey items like engines/actuators/etc are targets, and a double or triple critical just does 2 or 3 separately rolled 5 damage crits.

If a slot of ammo is destroyed, there's only a 10% chance of it actually exploding.


wasn't it that engines and actuators don't get crits at all, so when there is only one slot of ammo in a section and a ac 5 doublecrits it would only be able to hit that single ammo slot?

so in a locust I would be rather "save" having ammo in the ST's because they only have 10 internal HP anyways (excluding 1V and 3V because structure quirks).

#4 Wintersdark

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Posted 20 June 2016 - 03:10 AM

View PostLily from animove, on 20 June 2016 - 01:44 AM, said:


wasn't it that engines and actuators don't get crits at all, so when there is only one slot of ammo in a section and a ac 5 doublecrits it would only be able to hit that single ammo slot?

so in a locust I would be rather "save" having ammo in the ST's because they only have 10 internal HP anyways (excluding 1V and 3V because structure quirks).
No.

Engines and actuators do take crits and even have hit point totals, but nothing happens when they're reduced to zero health. Paul showed us the debug stats for crits some time ago, and yeah. Everything is a potential crit target.

So, yeah, even the CT is pretty safe. It's really unlikely they'd destroy the bins before killing you, and even if they did, there's only a 10% chance they'll explode, and even if they explode, they only hurt you for the damage of the remaining ammo.

#5 Widowmaker1981

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Posted 20 June 2016 - 06:14 AM

ammo explosions are so rare as to be not a thing. Ignore them as a factor at the build stage, and laugh when they occasionally happen as a random act of god.

ammo is 1 slot and has 10 hp, making it among the more sturdy of components, and therefore quite unlikely to be destroyed. ammo only explodes on a 10% chance if the ammo pack is destroyed before the component it is housed in, which is rare in the first place...

not a thing. ignore them as a factor. Decide ammo placement based on having ammo left at the end of the game, regardless of which ST/arms get blown off.

Edited by Widowmaker1981, 20 June 2016 - 06:16 AM.


#6 El Bandito

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Posted 20 June 2016 - 06:22 AM

Tis a sad state of affairs, when ammo explosion is so irrelevant in MWO that people pretty much ignore CASE, an equipment that is integral in BT universe. Of course, the Clanners have it for free.

Edited by El Bandito, 20 June 2016 - 06:22 AM.


#7 Narcissistic Martyr

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Posted 20 June 2016 - 07:38 AM

Don't worry about it, they almost never happen. But, it can be worth a ton to protect the CT of a STD engine Assault against that.

#8 TercieI

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Posted 20 June 2016 - 09:00 AM

View PostWidowmaker1981, on 20 June 2016 - 06:14 AM, said:

ammo explosions are so rare as to be not a thing. Ignore them as a factor at the build stage, and laugh when they occasionally happen as a random act of god.

ammo is 1 slot and has 10 hp, making it among the more sturdy of components, and therefore quite unlikely to be destroyed. ammo only explodes on a 10% chance if the ammo pack is destroyed before the component it is housed in, which is rare in the first place...

not a thing. ignore them as a factor. Decide ammo placement based on having ammo left at the end of the game, regardless of which ST/arms get blown off.


^This. I will actually split ammo and use it to pad in some builds because I'd rather lose ammo than guns and explosions are extremely rare (vs gauss...sheesh)

#9 Metus regem

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Posted 20 June 2016 - 09:48 AM

View PostEl Bandito, on 20 June 2016 - 06:22 AM, said:

Tis a sad state of affairs, when ammo explosion is so irrelevant in MWO that people pretty much ignore CASE, an equipment that is integral in BT universe. Of course, the Clanners have it for free.



Yup....

Hell having C.A.S.E. on an XL engine in TT makes sense as you can still salvage the mech in a campaign provided the CT wasn't totally annihilated.... But here? Even on standard engine builds I don't bother with C.A.S.E., having ammo explode is just so rare....

#10 Yellonet

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Posted 20 June 2016 - 09:51 AM

View PostEl Bandito, on 20 June 2016 - 06:22 AM, said:

Tis a sad state of affairs, when ammo explosion is so irrelevant in MWO that people pretty much ignore CASE, an equipment that is integral in BT universe. Of course, the Clanners have it for free.

Having a high chance of ammo explosions would make all IS ballistic mechs have to use weight and space to use CASE, which would further increase the advantages of laser and Clan mechs.

#11 Metus regem

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Posted 20 June 2016 - 09:53 AM

View PostYellonet, on 20 June 2016 - 09:51 AM, said:

Having a high chance of ammo explosions would make all IS ballistic mechs have to use weight and space to use CASE, which would further increase the advantages of laser and Clan mechs.



It's .5t and one slot per ST to protect your CT from an Ammo explosion, but since we don't have to worry about salvaging out mech afterwards, it still wouldn't be a must have item.

#12 Yellonet

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Posted 20 June 2016 - 09:56 AM

View PostMetus regem, on 20 June 2016 - 09:53 AM, said:



It's .5t and one slot per ST to protect your CT from an Ammo explosion, but since we don't have to worry about salvaging out mech afterwards, it still wouldn't be a must have item.

That can mean a lot within the min-maxing meta.
We do get salvage bonus, but it's often a small amount isn't it?

#13 Metus regem

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Posted 20 June 2016 - 10:00 AM

View PostYellonet, on 20 June 2016 - 09:56 AM, said:

That can mean a lot within the min-maxing meta.
We do get salvage bonus, but it's often a small amount isn't it?



Yes, but it's not the same thing as it in TT, in TT if you destroy the CT internal Structure and Armour completely, the mech cannot be salvaged, and that is a big deal in a campaign game, so there C.A.S.E. is well worth 1t and 2 slots.





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