How Much Ammo To Bring?
#1
Posted 27 January 2020 - 12:43 PM
#2
Posted 27 January 2020 - 12:49 PM
It's very simple.
I see many, many players in Quick Play that obviously have 5-6T per weapon, enough for 1500dmg+ and at best use 20% of it for 200dmg. There is no point overloading a mech with ammo if you never use it.
#3
Posted 27 January 2020 - 01:02 PM
#4
Posted 27 January 2020 - 01:06 PM
One you start running out then add more - that's pretty much how I do it.
I mean I'm using 4T-5T on average but then I'm outputting 1200dmg+ matches constantly so I'm the exception.
Edited by justcallme A S H, 27 January 2020 - 01:17 PM.
#5
Posted 27 January 2020 - 01:13 PM
#6
Posted 28 January 2020 - 12:04 AM
Another method I use is taking the mech through tourmaline desert and CTing the front of every dummy mech. If I have ammo leftover when I'm done, then it's a good sign.
Another way to do it is to just ask a veteran player like Ash here if the mech build is good. There are loads of discords like the MWO comp discord full of people who love to help out... I think it's worth mentioning that some people are better to learn from than others though, lol.
And the last thing worth mentioning, if the build only uses only one type of ammo, and has no energy weapons, I like to aim for ideally something like 1.5k damage potential. You can figure out the damage potential by looking at the number of "shots" and multiplying by the alpha when looking at your build on the mechDB site.
#7
Posted 28 January 2020 - 01:24 AM
TheBDU, on 27 January 2020 - 12:43 PM, said:
AizakG, on 28 January 2020 - 12:04 AM, said:
justcallme A S H, on 27 January 2020 - 01:06 PM, said:
One you start running out then add more - that's pretty much how I do it.
Edited by Horseman, 28 January 2020 - 01:30 AM.
#8
Posted 29 January 2020 - 01:18 AM
#9
Posted 29 January 2020 - 10:23 AM
Good hunting,
CFC Conky
Edited by CFC Conky, 29 January 2020 - 10:23 AM.
#10
Posted 31 January 2020 - 09:54 AM
AizakG, on 28 January 2020 - 12:04 AM, said:
Horseman, on 28 January 2020 - 01:24 AM, said:
This is excellent way to check ammo and heat requirements at the same time. I like to use caustic as there are 3 mechs close and four more just across the centre, and the map is bit on the hot side..
I guess any map works but after years of using the same map, I can see how the mech performs just after few kills. Takes like a minute to see if a build works or not.
#12
Posted 04 February 2020 - 04:20 PM
The Dedicated - Urbie with an AC/20 & 3 tons ammo
- 1 Big weapon so max ammo
The Mixer - Spider 1 ER Med, 4 HMGs 3 tons ammo
- This mechs weapons are meant for fighting at different ranges. The long range weapon is primary until the HMGs come into play
- Multiple weapons systems means I like running 1/2 ton ammo(ish) per 1 ton of weapon
- Run more ammo if you tend to run out, less if you have leftover constantly
The Pre-Mixer - Mist Lynx 4 ER Micro's, 8 HMGs & 1.5 tons ammo
- You assist in non-combat roles and stay fresh until everyone fears your HMGs.
The Specialist - Stealth Raven NARC & 3 tons ammo, Tag, 2 ER Med
- NARCing is hit of miss in many ways
- Do not give away your position with the other weapons until you are low on ammo
The AMS - Javelin 4 ER Med, Double AMS & 2 tons ammo
- You are the sunshine that makes the rain stop
- This is how you make match score
The Gambler - Commando 2 ER Med, MRM 10 & 1 ton ammo, AMS & .5 ton ammo
- I've got over 1k matches and almost 2 million XP in this chassis and can say for a fact this is one of the few times it's ok to only have .5 tons of AMS ammo in a mech
- You'll loose the laser arm 1st so save some MRM ammo for end match
The real key is to get a zone and then modify the ammo levels as you get better at the mech or weapon. Make sure you split all your stacks of ammo once you built the mech to fill up any empty structure slots. Ammo burns off
EDIT Start with loading ammo and armor into the head. Light Mechs are not easily headshot while moving properly.
Edited by HolyGrail101, 05 February 2020 - 06:36 PM.
#13
Posted 04 February 2020 - 10:42 PM
https://mwomercs.com...ost__p__6272882
#14
Posted 05 February 2020 - 06:28 PM
Aidan Crenshaw, on 04 February 2020 - 10:42 PM, said:
https://mwomercs.com...ost__p__6272882
How often do you get head-shot? You are absolutely correct yet the Ammo "placement" goes; Head, CT, RT, LT, RA, LA, RL, LL in most Light Mechs.
Comment on the builds all you want my Mechs are not built for comp play or Aplha striking. They are Light Mechs built for fun in PUG play.
Edited by HolyGrail101, 05 February 2020 - 06:43 PM.
#15
Posted 05 February 2020 - 10:23 PM
#16
Posted 06 February 2020 - 01:55 AM
Aidan Crenshaw, on 05 February 2020 - 10:23 PM, said:
the head is the best location for ammo in every mech without a head hardpoint
#17
Posted 06 February 2020 - 12:06 PM
#18
Posted 07 February 2020 - 02:22 AM
#19
Posted 15 February 2020 - 12:16 PM
HolyGrail101, on 04 February 2020 - 04:20 PM, said:
The Dedicated - Urbie with an AC/20 & 3 tons ammo
- 1 Big weapon so max ammo
The Mixer - Spider 1 ER Med, 4 HMGs 3 tons ammo
- This mechs weapons are meant for fighting at different ranges. The long range weapon is primary until the HMGs come into play
- Multiple weapons systems means I like running 1/2 ton ammo(ish) per 1 ton of weapon
- Run more ammo if you tend to run out, less if you have leftover constantly
The Pre-Mixer - Mist Lynx 4 ER Micro's, 8 HMGs & 1.5 tons ammo
- You assist in non-combat roles and stay fresh until everyone fears your HMGs.
The Specialist - Stealth Raven NARC & 3 tons ammo, Tag, 2 ER Med
- NARCing is hit of miss in many ways
- Do not give away your position with the other weapons until you are low on ammo
The AMS - Javelin 4 ER Med, Double AMS & 2 tons ammo
- You are the sunshine that makes the rain stop
- This is how you make match score
The Gambler - Commando 2 ER Med, MRM 10 & 1 ton ammo, AMS & .5 ton ammo
- I've got over 1k matches and almost 2 million XP in this chassis and can say for a fact this is one of the few times it's ok to only have .5 tons of AMS ammo in a mech
- You'll loose the laser arm 1st so save some MRM ammo for end match
The real key is to get a zone and then modify the ammo levels as you get better at the mech or weapon. Make sure you split all your stacks of ammo once you built the mech to fill up any empty structure slots. Ammo burns off
EDIT Start with loading ammo and armor into the head. Light Mechs are not easily headshot while moving properly.
I just built The AMS. That is a fun little *******! Having a ball with it
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