LordNothing, on 29 October 2016 - 10:50 AM, said:
so i bought one of the last 2 lights i haven't mastered yet. the mlx-d. its arm grants a lovely -40% uac jam chance. upon seeing this the gears in my head start turning. now im not expecting to run a uac10 on this thing (i got a kitfox for that), but im kind of expecting a 2 or 5 to work great.
then you realize its a 25 ton mech and you aint got no tonnage for that. most you can muster is a uac2 and a ton and a half of ammo, not even 225 damage worth of shells. i can get another half ton if i take off the ersmall from the other arm. if i completely strip it, i might get at most another ton of ammo. that gives me a damage ceiling of 325, if i start stripping armor from more important locations (like the ct or the legs or the only weapon arm on the mech) i might get at most 3 tons of ammo, but thats leaning into the realm of insanity.
so why do you tease us with quirks and not let us pack enough ammo to actually use it effectively. werent we supposed to get ammo quirks on some of these smaller ballistics mechs? or at least give the 2 class guns the same ammo buff that the 10 class got some time ago (this will do little to help ac2 boaters to be effective, and only stands to make the system more viable across the board).
The problem is that they're quirking for loadouts from LORE builds while ignoring the fact that because they doubled the structure/armor of mechs to increase the TTK values, not to mention further structure/armor quirks have thus made it impossible for many LORE builds to actually kill anything at all because they didn't also increase ammo quantities for ballistic/missile weapons to match the doubled health of the targets.
SRMs are the exact number of missiles per ton as lore SRM2/4 packs (6 packs actually had less total missiles per ton). LRMs were 120 per ton in TT (regardless of launcher size) and now its 180 per ton in MWO. AC/2s were 45 shots per ton and now its 75, AC/5s were 20 and now its 30, AC/10s were 10 and now its 20, and AC/20s were 5 and now its 7. Gauss was 8 and now its 10. No consistency at all there.
The most damage per ton efficient weapons end up being 10 class autocannons or SRM or S-SRM launchers, then LRMs, then 2 and 5 class autocannons, then gauss and finally 20 class autocannons.