CJ Daxion, on 01 April 2017 - 12:34 PM, said:
And then you have those mechs that have plenty of room to hold the right amount of ammo, and all upping ammo amounts would do, would turn those mechs that are good, even better.
Why? well if they can just remove 2 tons of ammo, and add another MPL, or perhaps a couple heat sinks, or JJ's or what ever..
That wouldn't help the problem-child, the KDK3. Other mechs gaining autocannon ammo? There are VERY few T1 mechs that would benefit in any way, as autocannons are rarely used in normal play, and even less frequently used in Faction Play.
Yes, the "middle of the road" mechs gain too. We're not talking about doubling ammo/ton here, just increasing it in a manner like how the AC10 gained ammo/t a while back (which, incidentally, helped it a fair bit without breaking anything)
Yes, the problems are because of 12v12, and even worse, v48! Our ammo/t was based on 8v8 play. Then we moved to 12v12 and ammo/t wasn't adjusted. Going to v48 has taken it even further, and it's a problem. It's one of the major reasons why autocannons are rarely used these days - you're better off going with energy, as you'll never run out of ammo.
The weights/sizes of ballistics in TT was based around per-battle effective use with 1-2t ammo/weapon. You'd never have mechs packing 6-8 tons of ammo in TT. It adds a huge tax to ballistics that are already enormous and heavy.
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It is far better to increase ammo on a few mechs, than to up ammo to fix a few mechs, and make 100+ mechs even better. That is the wrong way to fix this issue.
It only makes those mechs better
when they're running sub-par builds. That's a good thing.
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the only reason why a few mechs have this problem is because of 12 mans, and 100 tonners every where. The builds on those mechs are legit and balanced to a degree. But where it comes into play are ends of matches.
And 48.
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I also don't want LRM boats, or SRM boats that can pack 500 rounds, or 1400 rounds.. to suddenly have an endless amount of ammo.
Oh, don't be hyperbolic. I'm not talking about doubling ammo/ton. Nobody is getting endless ammo. And if a LRM boat goes from 1440 -> 1600 ammo,
it's still a bad build. Likewise, SRM's? If they gained 20 ammo/t, you'd have 500 round SRM mechs (that's
FIVE TONS of ammo, btw, a HUGE amount) getting 600 rounds. That's enough to, given optimal play, get one more kill. That extra kill isn't a help 1v1, it just allows you to continue fighting one kill longer.
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I'm not sure where russ has ever said this..
This has come up many times over the years, and Russ has been adamantly against any kind of CoF. He's very much in favour of pinpoint convergence.
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But a very simple way to reduce it would be to unlock arms/torso..
People did not like the second which was ED, which i thought worked quite well, but needed a bit more time testing. The big issue here was people got so caught up in the nerfs to weapons, and not ED persay. Yes some alpha warriors hated it, but tons of what was hated was the weapon changes which was nothing to do with ED.
Buuuuut, ED is dead and gone. It's not coming back.
We used to have unlocked arms and torsos - before arm lock was a thing. While it helps in some cases(and I say this as someone who'd LOVE to see Arm Lock go away completely), it also serves to just shift the problem around convergence wise: Mechs are preferred then when they have sufficient correct hardpoint spread to minimize issues. I'd love to see arm lock go, but it's not going anywhere. PGI added it to help newbies, and has never shown any interest in removing it.