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Ammo/ton Still Not Enough


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#21 MeiSooHaityu

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Posted 19 February 2019 - 07:57 AM

I don't think it is necessary. I think 1/2 ton ammo is a very good compromise as is.

P.S. When it comes to be flexible about how ammo is applied.

Edited by MeiSooHaityu, 19 February 2019 - 08:09 AM.


#22 ACH75

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Posted 19 February 2019 - 08:37 AM

View Postingramli, on 19 February 2019 - 07:48 AM, said:

I would prefer to do it THIS WAY,

Include 1 ton of ammo for every weapon (except MG), AND reduce the ammo count per ton

What we need is to discourage boating, and encourage of using more type of weapons.


Boating is funny and it's relegated to the few variants that can afford it,

performance is clearly to be right tweaked, this game has to be rebalanced starting from extreme builds then

Good Quirks come in aid to mixed loadouts builds so anyone can play as he likes but with good performance anyway.

#23 Angel of Annihilation

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Posted 19 February 2019 - 08:49 AM

No. You get plenty of ammo per ton as it is right now, especially with the skills that increase ammo counts. Anything more and it stops being a trade off of having to chose between ammo, DHS or weapons. Also Dakka and Splat builds are already considered by alot of people to be borderline too powerful. More ammo just means more Dakka and Splat and neither is needed.

#24 VonBruinwald

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Posted 19 February 2019 - 08:53 AM

As a quirk I'd like to see "AC5 ammo +1" granting the same ammo increase per ton as a tech-tree node. Maybe a general "Ballistic Ammo +1" for some of the lighter mechs.

The problem with a free half-ton per weapon is two-fold:
  • Crits. Do Launchers and AC's now explode when critted out? If not why not and where is the ammo stored...
  • Missiles are we ignoring them and further complicating weapon rules rules or including them, by lore they should be included since they were available as one-shot variants and this is practically what you're asking for.
  • If we include missiles C-SRM2's become free weight launchers, that are potentially immune to crits and will MRM10's replace rocket launchers in almost all aspects but Alpha.
Yes. that's three points and I said two but you can see how it leads on.

#25 Jman5

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Posted 19 February 2019 - 11:47 AM

View PostBud Crue, on 19 February 2019 - 05:09 AM, said:

Generally I think ammo counts are fine. That said I think some mechs ought to get bonus ammo quirks just to make them a tad bit more viable. I’m thinking of the Panther 10P specifically. It would be nice to be able to run a decent sized engine and a jj or two while still having enough ammo to do decent damage (assuming you have decent aim).


Yeah this sounds more appropriate since overall ammo count is pretty good. Quirking a handful of mechs in very specific ways would encourage some more build diversity at the light and medium level.

#26 Phyrce

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Posted 19 February 2019 - 11:53 AM

I mean more ammo per ton would be an interesting way to indirectly buff everything else. More armor, maybe bigger engines, maybe more heat sinks. Sounds like a terrible idea overall. You want those heavy ballistics which are insanely strong? Pay for them in the tonnage it requires to use them properly. If your mech doesn't fit that kind of weapon, play a different one.

#27 BigBenn

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Posted 19 February 2019 - 07:13 PM

I think there is TOO MUCH ammo per ton. Currently, ammo is hardly ever a factor. I say get closer to the Batteltech ammo/ton allotments. Also, with that said I think there ought to be huge "ghost heat" penalties for alpha strikes and firing massed weapons of the same type. There should be an incentive to be diverse with weapon load outs on a mech, and/or force players to chain fire.

But alas... mah heat and mah ammo.

#28 The6thMessenger

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Posted 19 February 2019 - 10:34 PM

View PostBigBenn, on 19 February 2019 - 07:13 PM, said:

I think there is TOO MUCH ammo per ton. Currently, ammo is hardly ever a factor. I say get closer to the Batteltech ammo/ton allotments. Also, with that said I think there ought to be huge "ghost heat" penalties for alpha strikes and firing massed weapons of the same type. There should be an incentive to be diverse with weapon load outs on a mech, and/or force players to chain fire.

But alas... mah heat and mah ammo.


Mech health is doubled from BT to account for pin-point damage. Also consider that energy-weapons don't use ammo, so having ballistic or missile weapons have less ammo would mean just more incentive to forgo them for energy-weapons.

#29 WhineyThePoo

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Posted 20 February 2019 - 03:30 AM

No

#30 RickySpanish

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Posted 20 February 2019 - 04:48 PM

While it would be nice for borderline, ammo starved builds to be viable outside of Solaris or even just the mechlab, there is a huge potential for a balance upset. As it is now, ammo is quite well balanced especially for autocoannons imo, where pure dakka builds really do need to drop heat efficiency or speed to remain effective.





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