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Atm Ammo Types


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#1 DaMuchi

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Posted 25 July 2017 - 06:57 PM

So the reason why ATM does different amount of damage according to range is actually because it is supposedly using different ammo types close/medium/long use HE/std/ER respectively. Do you guys think this should be implemented into the game where you can put different ammo onto your mech and change ammo types accordingly in the battlefield?

What this solves is the balancing of ammo per tonne. right now, you should never fire ATMs at long ranges because each tonne only gives you 90 ammo which is wasted if you use that precious ammo for 1 damage. If we separate the ammo types, ER ammo can have 180 rounds per tonne (same as LRMS), std be at 100 (same as SRM) and HE at 50 (maybe?). if done like this, ATMs can actually be fired at long ranges without a horrible 90dmg/t ammo ratio.

#2 Andi Nagasia

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Posted 25 July 2017 - 07:08 PM

Ammo switching is currently impossible in MWO,
individuals who first wrote the code have since left and such we dont have Swap-able ammo,
Right now its very much an Engine and coding limitation,

LBX AutoCannons were also supposed to have ammo Switching, from Pellet(Shotgun) and Slug(Single Shell)

Edited by Andi Nagasia, 25 July 2017 - 07:09 PM.


#3 DaMuchi

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Posted 25 July 2017 - 07:31 PM

View PostAndi Nagasia, on 25 July 2017 - 07:08 PM, said:

Ammo switching is currently impossible in MWO,
individuals who first wrote the code have since left and such we dont have Swap-able ammo,
Right now its very much an Engine and coding limitation,

LBX AutoCannons were also supposed to have ammo Switching, from Pellet(Shotgun) and Slug(Single Shell)


What a sad ending .

#4 Khobai

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Posted 25 July 2017 - 07:34 PM

They should get rid of the min range on ATMs and get rid of the damage stepping and just make them do a flat amount of damage at all ranges (say 2.2 damage per missile)

I think they would work just fine then. they would be worse then srms at short range and worse than lrms at long range. but they would still be useful at all range bands unlike srms and lrms. youd trade specialization for versatility which is the whole point of ATMs

they also need their missile health increased so AMS doesnt totally destroy them like it does now.

Edited by Khobai, 25 July 2017 - 07:39 PM.


#5 DaMuchi

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Posted 25 July 2017 - 07:37 PM

View PostKhobai, on 25 July 2017 - 07:34 PM, said:

If they just got rid of the min range on ATMs

and made them do a flat amount of damage at all ranges (say 2.2 damage per missile)

I think they could work just fine. they would be worse then srms at short range and worse than lrms at long range. but they would be useful at all range bands unlike srms and lrms. youd trade specialization for versatility which is the whole point of ATMs

they also need their missile health increased so AMS doesnt totally destroy them like it does now.


Except that's not what atms are and it'll just be inventing a new weapon and labelling it as another weapon.

#6 Khobai

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Posted 25 July 2017 - 07:40 PM

Quote

Except that's not what atms are and it'll just be inventing a new weapon and labelling it as another weapon.


but ammo switching doesnt work in mwo

so the best youre gonna get is a hybrid mix of all three ammo types

and what I described is the closest youre gonna get to that

#7 C4NC3R

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Posted 26 July 2017 - 02:48 AM

View PostDaMuchi, on 25 July 2017 - 06:57 PM, said:

So the reason why ATM does different amount of damage according to range is actually because it is supposedly using different ammo types close/medium/long use HE/std/ER respectively. Do you guys think this should be implemented into the game where you can put different ammo onto your mech and change ammo types accordingly in the battlefield?

What this solves is the balancing of ammo per tonne. right now, you should never fire ATMs at long ranges because each tonne only gives you 90 ammo which is wasted if you use that precious ammo for 1 damage. If we separate the ammo types, ER ammo can have 180 rounds per tonne (same as LRMS), std be at 100 (same as SRM) and HE at 50 (maybe?). if done like this, ATMs can actually be fired at long ranges without a horrible 90dmg/t ammo ratio.

There was only 3 types of ATM ammo used usually:

- Torpedo NGM (non-guided) gives an extra damage with the same amount of rounds, but only goes for 120 to 700 metres static damage. 4 DMG points per missle.
- LRGM/NLOS (long range guided) does same damage as LRM but got 120 to 1500 metres range.
- Cluster Guided Missle - CGM, kinda guided version of LB-X, does an 10 DMG per round, but with LB-X spead exploding over enemy mech.

Posted Image

#8 kesmai

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Posted 26 July 2017 - 02:54 AM

Ammo switching is currently impossible...

Everytime someone types this an urbie dies.

#9 Savage Wolf

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Posted 26 July 2017 - 02:57 AM

Personally I'm happy we don't have to switch ammo manually. That would just be unnecesary busy work and make mech construction even more convoluted. It's works fine in TT where you have plenty of time to chose ammo for a given round, but in a real time game like MWO would just be an annoying factor that makes the weapon bad.

#10 davoodoo

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Posted 26 July 2017 - 03:32 AM

View Postkesmai, on 26 July 2017 - 02:54 AM, said:

Ammo switching is currently impossible...

Everytime someone types this an urbie dies.

Tbh i cant remember mechwarrior game where there were ammo switching and yet even mw4 had medium and extended atms.

But i know whats the problem here, pgi doesnt want to allow slug fire lbx and short range atms...it took a long time before they reduced c-ac cooldowns to match uac.

Edited by davoodoo, 26 July 2017 - 03:32 AM.


#11 mariomanz28

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Posted 26 July 2017 - 05:04 AM

View PostAndi Nagasia, on 25 July 2017 - 07:08 PM, said:

Ammo switching is currently impossible in MWO,
individuals who first wrote the code have since left and such we dont have Swap-able ammo,
Right now its very much an Engine and coding limitation,

LBX AutoCannons were also supposed to have ammo Switching, from Pellet(Shotgun) and Slug(Single Shell)


Note: These "individuals" are the ONLY PEOPLE left on the ENTIRE PLANET that can code ammo switching and they are currently working on coding ammo switching capabilities on various US military vehicles. Also please note, the bit of code they left is so foreign to the rest of the software engineers they concluded these "individuals" to be the smartest people on the planet and even suspect they might be aliens. That's how complicated it is to code ammo switching in video games. I mean it's not like they had ammo switching in Crysis 3 and it's not like this is the CryEngine 3 or anything....

#12 Angel of Annihilation

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Posted 26 July 2017 - 06:06 AM

You know I absolutely understand why actual ammo switching might be a problem but why can't they just make the weapon work a specific way based on the ammo you have loaded. To explain further.

Provide Multiple Ammo types in game.
Your only able to mount 1 ammo type at a time on your mech.
Weapon effect is dependent on the ammo type loaded.

Example:

Want Slugs in your LBX - Load Slugs and LBX fire single shot ammo
Want Cluster in your LBX - Load Cluster and LBX now fires as a Cluster

Same with ATMs.

Load short range ammo. ATM fires it short range at 3 damage with no minimum range.
Load mid range ammo. ATM fires mid range at 2 damage with a 120m min range
Load long range ammo. ATM fires long range at 1 damage with 120m min range

Basically the weapons isn't switching ammo in the middle of the fight, rather the weapons function gets toggled to perform a certain way depending on what ammo is loaded on the mech.

It can't be that hard to code.

#13 Savage Wolf

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Posted 26 July 2017 - 06:16 AM

Well, when it comes to LB-X they have done that. Just by the weapon and not the ammo.Which is better since it gives you the option of having both types of weapons at the same time.

With ATMs however, the whole deal is to have different ammo for different ranges and with your suggestion ATMs would just become one range instead. Kind of defeats the purpose of the weapon. They way it works now is perfect anyway, so just leave it as is. It's a clear improvement over ammo switching.





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