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More Ammo Per Ton But More Explodey


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#1 The pessimistic optimist

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Posted 25 February 2021 - 07:22 AM

Ammo more prone to explode but you get more per ton. Ammo will take less crit space and tonnage so it can be replace with case to fill those slots and tonnage. If you want to be less prone to going boom if ammo gets hit

Edited by SirSmokes, 25 February 2021 - 07:23 AM.


#2 Dozer6

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Posted 25 February 2021 - 08:22 AM

More is good with a higher risk, sounds good.

#3 Gagis

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Posted 25 February 2021 - 08:37 AM

Ammo bins are rather generous as they are. Most mechs comfortably carry enough ammo to deal something between 1000 to 2000 damage in a match.

Why would the game be improved by a more significant random death mechanic? I say this would be bad game design.

#4 The pessimistic optimist

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Posted 25 February 2021 - 08:46 AM

View PostGagis, on 25 February 2021 - 08:37 AM, said:

Ammo bins are rather generous as they are. Most mechs comfortably carry enough ammo to deal something between 1000 to 2000 damage in a match.

Why would the game be improved by a more significant random death mechanic? I say this would be bad game design.


Point is it free up a little tonnage and adds to the risk of running ammo based weapons. So say you make it so you can get by on AC weapons 1 or 1.5 a lot 2 tons. That frees up some tonnage for other things but it it gets crit hit there a good chance it may explode. It would make case is something people would take most of the time. That would help balance out changing ammo counts. It would make it so yea want to store it smartly and not all in one place with case. It would be a buff to omi mechs who get case for free.

#5 LordNothing

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Posted 25 February 2021 - 09:07 AM

i feel like the only mechs that struggle with ammo shortages are lights and fast mediums. id like more than a ton and a half of ammo on my troll builds. the real solution to the problem are new ballistics that cater to the tonnage starved. lacs and pacs, perhaps medium rifle (low ammo/t might make that doa though). but i think ammo/t quirks would help solve that problem.

#6 The pessimistic optimist

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Posted 25 February 2021 - 09:10 AM

View PostLordNothing, on 25 February 2021 - 09:07 AM, said:

i feel like the only mechs that struggle with ammo shortages are lights and fast mediums. id like more than a ton and a half of ammo on my troll builds. the real solution to the problem are new ballistics that cater to the tonnage starved. lacs and pacs, perhaps medium rifle (low ammo/t might make that doa though). but i think ammo/t quirks would help solve that problem.


IS ac build IS ac are heavy and light fusion are heavier then clan XL. It also buffs and nerfs ammo builds at the same time and buffs clans and IS this will help omi mechs. It also buffs case you may lose the ammo but you want take the internal damage

Edited by SirSmokes, 25 February 2021 - 09:12 AM.


#7 w0qj

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Posted 25 February 2021 - 09:50 AM

I like it!

Player (by default) does not take this risk.

Player who choose "more ammo but higher chance of ammo explosion" consciously take this risk/reward ratio.

This also gives opponent more reason for potential ammo hunting :)

View PostSirSmokes, on 25 February 2021 - 07:22 AM, said:

Ammo more prone to explode but you get more per ton. Ammo will take less crit space and tonnage so it can be replace with case to fill those slots and tonnage. If you want to be less prone to going boom if ammo gets hit


#8 The pessimistic optimist

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Posted 25 February 2021 - 09:51 AM

View Postw0qj, on 25 February 2021 - 09:50 AM, said:

I like it!

Player (by default) does not take this risk.

Player who choose "more ammo but higher chance of ammo explosion" consciously take this risk/reward ratio.

This also gives opponent more reason for potential ammo hunting Posted Image


It also a buff to ammo based weapons and a nerf

#9 LordNothing

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Posted 25 February 2021 - 10:21 AM

View PostSirSmokes, on 25 February 2021 - 09:10 AM, said:


IS ac build IS ac are heavy and light fusion are heavier then clan XL. It also buffs and nerfs ammo builds at the same time and buffs clans and IS this will help omi mechs. It also buffs case you may lose the ammo but you want take the internal damage


clans have less ammo problems, but its very build specific. a cougar or adder can pack the ammo and run heavy ballistics, but those are slow lights more akin to an urbanmech on the is side. the kit fox can actually run a 10 class pretty well and with good speed and durability. the 10 class in particular is strong on lights with the 200 dmg/t, if you can equip one (very few on the is side can).

KFX-G(L)

no endurance, but it can go out there and do some damage.

Edited by LordNothing, 25 February 2021 - 10:26 AM.


#10 Spheroid

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Posted 25 February 2021 - 10:27 AM

I would be VERY careful going down this line of thought least you unintentionally buff mechs that don't need it like MRM IV4s. The head bin will never be exploded by enemy fire and the CT bin most likely will be empty by the time of armor penetration.

#11 dario03

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Posted 25 February 2021 - 10:56 AM

I would say a lot of weapons already have a lot of damage potential per ton of ammo, some probably to much.
All missiles except srm are probably to high.
10 class ballistics weapons are probably to high too. At least cuac10 is.

I could see increasing some weapons ammo though. But I don't think I would want it at the cost of higher crit receiving chance.
MGs especially heavy and light could use a bump.
lb5x since nobody uses it, though a buff to the weapon itself would probably be better.
light gauss but again a weapon buff would be better.

I would also say a more ammo quirk would be nice for some mechs. Maybe where the build isn't great but gives more options. Like on some of the bigger mechs 10 class ballistics are really good so they don't need it, but lights like an Urbie with them is okay, not great so it could use it. Maybe some mediums could have heavy gauss ammo quirk.

#12 Heavy Money

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Posted 25 February 2021 - 11:52 AM

I'd support this idea. There's a fair amount of light, medium, and heavy mechs that would be worth taking a risk to have a bit more ammo on. These tend to be mechs that avoid damage with speed or range. I've got a bunch of Rifleman builds that could really use another couple tons of ammo, but they are already running XL engines and there's nowhere left to cut. Even if they had it, they'd still not be on the level of the Rifleman IIC.

This should probably be an IS only thing though. Doesn't really fit with Clan doctrine.





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