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How Much Ammo To Bring?


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#1 TheBDU

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Posted 27 January 2020 - 12:43 PM

I looked online and found some threads, but the answers seem to be all over the place (and some results were from years ago). Is there a good resource out there that has a decent starting point for ammo per weapon?

#2 justcallme A S H

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Posted 27 January 2020 - 12:49 PM

2T-2.5T per weapon. Up to 3T if you run out. 4T if you still run out.

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 TheBDU

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Posted 27 January 2020 - 01:02 PM

Thank you Ash. Are there any exceptions? (I'm thinking of H. Gauss)

#4 justcallme A S H

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Posted 27 January 2020 - 01:06 PM

Not really for newer players. As long as you get the ammo nodes in the skill maze, start off with 2.5T.

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 TheBDU

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Posted 27 January 2020 - 01:13 PM

Lol, I believe it, I remember seeing your name quite often in old threads. Thank you for your input.

#6 AizakG

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Posted 28 January 2020 - 12:04 AM

If you have access to meta build libraries, even dated ones, such as grimmechs, denairwalker's, lurm god's, magic pain glove's, Meta Mechs, you can use them for ammo reference. Keeping in mind that some builds carry more ammo than necessary (which is good if you can survive).

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 Horseman

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Posted 28 January 2020 - 01:24 AM

View PostTheBDU, on 27 January 2020 - 12:43 PM, said:

I looked online and found some threads, but the answers seem to be all over the place (and some results were from years ago). Is there a good resource out there that has a decent starting point for ammo per weapon?
I usually start with a ballpark estimate of 20 salvos for Quick Play, +5 if mid- or long-range weapon, another +5 if long-range weapon. -5 if the weapon tends to get lost often (eg: arms on VGL-A) For Solaris it's usually 15-20 salvos no matter weapons.

View PostAizakG, on 28 January 2020 - 12:04 AM, said:

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.
I use Canyon Network for that purpose, but the core idea is the same (also not a bad way way to practice aiming on the move)

View Postjustcallme A S H, on 27 January 2020 - 01:06 PM, said:

As long as you get the ammo nodes in the skill maze, start off with 2.5T.
One you start running out then add more - that's pretty much how I do it.
To add to the above: if you consistently have ~1t or more left over at the end of a match you've survived, consider shaving off 0.5t of your ammo and spending that tonnage on something more beneficial for your mech. Though it might just mean you need to be a bit more aggressive with your weapons fire.

Edited by Horseman, 28 January 2020 - 01:30 AM.


#8 Omniseed

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Posted 29 January 2020 - 01:18 AM

five tons is adequate for twin LB10x

#9 CFC Conky

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Posted 29 January 2020 - 10:23 AM

My basic formula is 2T for -2, -5, -10 class guns and 4T for -20 class weapons, then I tweak the numbers depending on the mech's performance and I reduce it a bit if the ammo nodes are selected. For machine guns I start off with 500rpg then adjust as necessary.

Good hunting,
CFC Conky

Edited by CFC Conky, 29 January 2020 - 10:23 AM.


#10 Ssamout

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Posted 31 January 2020 - 09:54 AM

View PostAizakG, on 28 January 2020 - 12:04 AM, said:

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.

View PostHorseman, on 28 January 2020 - 01:24 AM, said:

I use Canyon Network for that purpose, but the core idea is the same (also not a bad way way to practice aiming on the move)

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.

#11 Horseman

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Posted 31 January 2020 - 10:59 AM

View PostSsamout, on 31 January 2020 - 09:54 AM, said:

This is excellent way to check ammo and heat requirements at the same time.
Add a time constraint and you can also test DPS and mobility (except for LRM builds, but that's a separate can of worms)

#12 HolyGrail101

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Posted 04 February 2020 - 04:20 PM

You should generally have at least 5 minutes of firing capability during mobile combat. Ammo levels depend on mech tonnage, how dedicated the mech is to the weapon type and what sort of play you are active in. I primarily run Light Mechs in Quckplay PUG matches, Light Mechs have less ammo by nature.

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 top Mid-zone to bottom, center out, right to left; Place ammo Head, CT, RT, LT, RA, LA, RL, LL.

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 Aidan Crenshaw

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Posted 04 February 2020 - 10:42 PM

not going to comment on your builds, but the ammo consumption order is CT-RT-LT-LA-RA-LL-RL-H
https://mwomercs.com...ost__p__6272882

#14 HolyGrail101

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Posted 05 February 2020 - 06:28 PM

View PostAidan Crenshaw, on 04 February 2020 - 10:42 PM, said:

not going to comment on your builds, but the ammo consumption order is CT-RT-LT-LA-RA-LL-RL-H
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 Aidan Crenshaw

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Posted 05 February 2020 - 10:23 PM

I concur, that's a good order to place ammo in a light mech, as long as it is one where people will try to aim for the legs (the fast ones).

#16 Gilgamecc

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Posted 06 February 2020 - 01:55 AM

View PostAidan Crenshaw, on 05 February 2020 - 10:23 PM, said:

I concur, that's a good order to place ammo in a light mech, as long as it is one where people will try to aim for the legs (the fast ones).



the head is the best location for ammo in every mech without a head hardpoint

#17 Void Angel

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Posted 06 February 2020 - 12:06 PM

Because the intersection between the sets of "killed by ammunition explosion in the head" and "would have survived the headshot in the first place" is pretty small.

#18 Gilgamecc

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Posted 07 February 2020 - 02:22 AM

And the head is just not a location that takes meaningful damage in most matches.

#19 Bushmaster12

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Posted 15 February 2020 - 12:16 PM

View PostHolyGrail101, on 04 February 2020 - 04:20 PM, said:

You should generally have at least 5 minutes of firing capability during mobile combat. Ammo levels depend on mech tonnage, how dedicated the mech is to the weapon type and what sort of play you are active in. I primarily run Light Mechs in Quckplay PUG matches, Light Mechs have less ammo by nature.

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 top Mid-zone to bottom, center out, right to left; Place ammo Head, CT, RT, LT, RA, LA, RL, LL.

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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