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Ammo/ton Still Not Enough


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#1 ACH75

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Posted 18 February 2019 - 09:05 PM

IMHO i would like to see more ammo/ton or give 1 free ton of ammo incorporated on each ballistic weapon mounted...

#2 dante245

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Posted 18 February 2019 - 09:13 PM

agreed. not so much for the lights and regulars..but for heavies yes. you are already putting in that much more tonnage for the weapons weight, for almost 60% less ammo per ton. you also have the risk of having to get that much closer, so you need a payout for boating them and more ammo would help, as now you could spray more freely when running in and out of combat "if fast".

#3 Jackal Noble

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Posted 18 February 2019 - 09:19 PM

I R BABOON

#4 Spheroid

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Posted 18 February 2019 - 09:20 PM

Negative

#5 GeminiWolf

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Posted 18 February 2019 - 09:21 PM

Negative

#6 Prototelis

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Posted 18 February 2019 - 09:49 PM

No.

#7 The6thMessenger

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Posted 18 February 2019 - 11:19 PM

Honestly, No.

That being said, Lights need increased ammo-ton to make ballistic weapons more enticing to bring than energy weapons.

#8 PhoenixFire55

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Posted 19 February 2019 - 12:59 AM

I'll just quote a guy from another one of your silly suggestion threads ...

View PostStonefalcon, on 18 February 2019 - 11:00 PM, said:

Posted Image


#9 eminus

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Posted 19 February 2019 - 01:13 AM

ok by that then Piranha will have 12ton of ammo

#10 Khobai

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Posted 19 February 2019 - 01:15 AM

View PostThe6thMessenger, on 18 February 2019 - 11:19 PM, said:

Honestly, No.

That being said, Lights need increased ammo-ton to make ballistic weapons more enticing to bring than energy weapons.


Nah. The problem isnt ammo per ton. The problem is the lack of ballistic options for lights.

Machine Guns are basically the only option and theyre only good on lights that can spam 8+ of them.

The game desperately needs some lightweight ballistic weapons that are good without having to spam them (something in between a machine gun and an AC2).

We need weapons like mech rifles, light autocannons, PACs, AP Gauss, etc... to give light mechs more options.

PGI needs to add some new weapons to their game. Its been forever since weve gotten a meaningful content update. And solaris was a huge letdown.

Edited by Khobai, 19 February 2019 - 01:25 AM.


#11 PhilTKaswahl

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Posted 19 February 2019 - 04:54 AM

View PostKhobai, on 19 February 2019 - 01:15 AM, said:


Nah. The problem isnt ammo per ton. The problem is the lack of ballistic options for lights.

Machine Guns are basically the only option and theyre only good on lights that can spam 8+ of them.

The game desperately needs some lightweight ballistic weapons that are good without having to spam them (something in between a machine gun and an AC2).

We need weapons like mech rifles, light autocannons, PACs, AP Gauss, etc... to give light mechs more options.

PGI needs to add some new weapons to their game. Its been forever since weve gotten a meaningful content update. And solaris was a huge letdown.

Bring in Mech Mortars. Gives you another indirect fire weapon that unlike LRMs or ATMs isn't guided, so you have to figure out the ranging. So that's already something new in the playbook.

If you must have a justification with a veneer of lore, they were brought back in said lore after AMS proliferated because AMS couldn't track them.

Plus, it would introduce the "******* nade spammer" salt in the vein of Demoman/Junkrat, and what else would rally a community that yet another thing to call "unskilled"? :P

Edited by PhilTKaswahl, 19 February 2019 - 05:00 AM.


#12 admiralbenbow123

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Posted 19 February 2019 - 04:58 AM

Hmm... No. It's fine as it is.

#13 Bud Crue

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Posted 19 February 2019 - 05:09 AM

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).

#14 The6thMessenger

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Posted 19 February 2019 - 05:13 AM

View PostKhobai, on 19 February 2019 - 01:15 AM, said:

Nah. The problem isnt ammo per ton. The problem is the lack of ballistic options for lights.

Machine Guns are basically the only option and theyre only good on lights that can spam 8+ of them.

The game desperately needs some lightweight ballistic weapons that are good without having to spam them (something in between a machine gun and an AC2).

We need weapons like mech rifles, light autocannons, PACs, AP Gauss, etc... to give light mechs more options.

PGI needs to add some new weapons to their game. Its been forever since weve gotten a meaningful content update. And solaris was a huge letdown.


Well, that's up to PGI. They haven't even updated every mech's hardpoints for Civil-War tech, i doubt another jump to another timeline is a move they'll be doing soon.

I'd like Light ACs, but unless we're going to the Jihad, best we could do is put up with the ballistics we already have now, just give it increased ammo and god-quirks and we're good to go.

Edited by The6thMessenger, 19 February 2019 - 05:16 AM.


#15 ACH75

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Posted 19 February 2019 - 05:44 AM

1 Free ton of ammo for each ballistic weapon (MG excluded, RAC maybe half ton) will free few slots and some ton
for other accessory equipment or slightly better engine...

wasting so many tons and slots of space while transforming your mech in a roaming mine sounds a bit excessive to me

#16 FupDup

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Posted 19 February 2019 - 06:13 AM

On a side note, I think magazine capacity nodes in the skill tree should affect AMS as well.

#17 InspectorG

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Posted 19 February 2019 - 06:28 AM

NO.

Because Potatoes will stuff their mechs with way to much ammo.

They will die to more ammo explosions...

...and they will blame MGs and Light mechs that have to boat them.

#18 Mister Maf

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Posted 19 February 2019 - 07:18 AM

I disagreed and still disagree with the original ammo buff. It only contributed further to the game's power creep by letting people cut more corners with their build to fit oversized loadouts instead of making compromises for it. So many of my builds got more powerful for zero functional cost with the ammo buff because I was able to take out ammo and add in an AMS or more armor or an improved engine or another weapon or heatsink. We don't need more of that, especially for LRMs.

#19 ACH75

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Posted 19 February 2019 - 07:29 AM

View PostMister Maf, on 19 February 2019 - 07:18 AM, said:

I disagreed and still disagree with the original ammo buff. It only contributed further to the game's power creep by letting people cut more corners with their build to fit oversized loadouts instead of making compromises for it. So many of my builds got more powerful for zero functional cost with the ammo buff because I was able to take out ammo and add in an AMS or more armor or an improved engine or another weapon or heatsink. We don't need more of that, especially for LRMs.


I'm speaking for ballistic weapons not missile ones

#20 ingramli

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Posted 19 February 2019 - 07:48 AM

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.





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