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Ammo Explosion In Depth


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#1 Mik1984

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Posted 13 October 2022 - 02:12 AM

Hello,

Available online sources are a cacophony in this subject, so I am looking for confirmed info from veterans on this issue.

This is a question for Mechwarrior Online mechanics.

Does ammo explode automatically in a destroyed component or is there a 10% chance roll for every ammo bin that still contains ammo in that component or unless an ammo bin has not been specifically critted, just the component destroyed, there is no ammo explosion roll?

Are there any other types of ammo except for Gauss ammo that are immune to explosions, or have no damage capacity when destroyed? I heard rumors about MG ammos, NARC and AMS ammos as being also non-explosive. Is that correct and if not, do you know the damage capacity of these bins on explosion?

As it is a common problem in my experience with this kind of threads, please follow these guidelines:

- Only confirmed info, not suppositions - too many people pollute threads like these with "I-think-thats"
- Only exact answers to the questions as asked, too many people will give info that fails to answer the original question as stated.

Edited by Mik1984, 13 October 2022 - 02:15 AM.


#2 w0qj

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Posted 13 October 2022 - 02:28 AM

This MWO Wiki actually gets updated!
https://wiki.mwomerc...title=Main_Page

A) Ammo has 10% chance of explosion when destroyed.

B ) AMS ammo does not explode since April 2021 patch.

C) Gauss ammo does not explode.

D(i) Related: IS Gauss Rifle has 90% chance of explosion when destroyed (hence need for CASE).
D(ii) Related: Clan Gauss Rifle has 100% chance of explosion when destroyed.
Source:
https://wiki.mwomerc...Armor/Structure

E) CASE: MWO treats CASE as an empty slot.
ie: Cannot "crit pad" a torso part by adding multiple CASE modules into the said torso part.

F) Related: MWO Ammo Usage Order:

1. Center Torso
2. Right Torso
3. Left Torso
4. Left Arm
5. Right Arm
6. Left Leg
7. Right Leg
8. Head

Sources:
http://wiki.mwomercs...p?title=Weapons
http://mwomercs.com/...rsoarmslegshead

Edited by w0qj, 13 October 2022 - 03:54 AM.


#3 Mik1984

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Posted 13 October 2022 - 02:51 AM

Thank you very much for the clarification.

Too much sources on the internet claim that the ammo use order is:

HD --> CT --> RT --> LT--> LA --> RA--> LL--> RL

claiming the the Head is used first and not last. This is very important, because since the head gets destroyed so rarely and has so little structure that a critical hit is almost a non issue, that it makes it an excellent place for the final box of ammo.

Remains only one issue: ammo explosion roll on component destruction? Does every ammo box in a destroyed component get an ammo explosion roll? Yes/No - or automatic explosion without a roll? Yes/No

Furthermore this Wiki claims: Stealth Armor IS only. Removes 'Mech from enemy heat vision and sensors, even from UAVs. When active the 'Mech does not dissipate heat. When powered off stealth cannot be re-enabled for 10 seconds. Takes 10 slots, two slots each in the right arm, left arm, right side torso, left side torso, right leg and left leg.

This is not true, mechs dissipate heat normally when stealth is active, just they are equally blind when it comes to other sensors and can only target enemies visually, including heat and night vison, but get no lock-ons except for very close range.

Edited by Mik1984, 13 October 2022 - 03:36 AM.


#4 Curccu

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Posted 13 October 2022 - 04:14 AM

View PostMik1984, on 13 October 2022 - 02:51 AM, said:

Thank you very much for the clarification.

Too much sources on the internet claim that the ammo use order is:

HD --> CT --> RT --> LT--> LA --> RA--> LL--> RL

claiming the the Head is used first and not last. This is very important, because since the head gets destroyed so rarely and has so little structure that a critical hit is almost a non issue, that it makes it an excellent place for the final box of ammo.

Yeap head is perfect place to stash that final ton of ammo.

View PostMik1984, on 13 October 2022 - 02:51 AM, said:

Remains only one issue: ammo explosion roll on component destruction? Does every ammo box in a destroyed component get an ammo explosion roll? Yes/No - or automatic explosion without a roll? Yes/No

This is not 100% sure info (Because I cannot remember for sure.) BUT that ammo needs to get hit and get destroyed, not just section of a mech it is located in.

View PostMik1984, on 13 October 2022 - 02:51 AM, said:

Furthermore this Wiki claims: Stealth Armor IS only. Removes 'Mech from enemy heat vision and sensors, even from UAVs. When active the 'Mech does not dissipate heat. When powered off stealth cannot be re-enabled for 10 seconds. Takes 10 slots, two slots each in the right arm, left arm, right side torso, left side torso, right leg and left leg.

This is not true, mechs dissipate heat normally when stealth is active, just they are equally blind when it comes to other sensors and can only target enemies visually, including heat and night vison, but get no lock-ons except for very close range.

Dissipation is greatly reduced if not zero when stealth armor is on, cannot find any newer patch notes quickly to confirm this.
But original release notes say that mech cannot dissipate heat while stealth armor is active, for some reason I have vague memory that it has some small amount of dissipation now. I personally use stealth armor only on dualgauss mechs. (thanatos)

Excellent page for mech building and information now
https://mwo.nav-alpha.com/wiki
https://mwo.nav-alph...uipment/weapons

#5 Mik1984

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Posted 13 October 2022 - 04:23 AM

I use Stealth armor on that new Atlas that was given away in an event and I use it with 4 Large Lasers and 30MRM and it dissipates heat normally, without issues, even with stealth on. I don't even feel a difference.

"[color=#959595]This is not 100% sure info (Because I cannot remember for sure.) BUT that ammo needs to get hit and get destroyed, not just section of a mech it is located in." - there was rumors about being a separate mechanic for component destruction. Battletech has an explosion roll on destruction of a component and automatic explosion of all ammo bins in a component if one ammo bin explodes. [/color]

#6 Curccu

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Posted 13 October 2022 - 08:10 AM

View PostMik1984, on 13 October 2022 - 04:23 AM, said:

I use Stealth armor on that new Atlas that was given away in an event and I use it with 4 Large Lasers and 30MRM and it dissipates heat normally, without issues, even with stealth on. I don't even feel a difference.


Just tested my MAD-4L in frozen city night classic.
From shutdowns autostart to 0% heat in 20 seconds.
I toggled stealth on and got my heat up to 98-99% and in that same 20 second it only dropped to 60%
So conclusion = quite huge difference.

Edited by Curccu, 13 October 2022 - 08:10 AM.


#7 TheCaptainJZ

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Posted 13 October 2022 - 01:00 PM

View PostMik1984, on 13 October 2022 - 02:51 AM, said:

Furthermore this Wiki claims: Stealth Armor IS only. Removes 'Mech from enemy heat vision and sensors, even from UAVs. When active the 'Mech does not dissipate heat. When powered off stealth cannot be re-enabled for 10 seconds. Takes 10 slots, two slots each in the right arm, left arm, right side torso, left side torso, right leg and left leg.

This is not true, mechs dissipate heat normally when stealth is active, just they are equally blind when it comes to other sensors and can only target enemies visually, including heat and night vison, but get no lock-ons except for very close range.

Yes, this information is not entirely true. Stealth armor absolutely does inhibit cooling, but not 100%. These notes are the original description and intention provided by PGI, but even upon launch it wasn't strictly accurate--there was a little cooling possible with Stealth active, but it varied based on mech builds. However, a subsequent patch (I don't know when) improved dissipation so they cool better than they originally did. I don't have a source for the actual math then or now and don't think it's ever been provided by PGI.

#8 foamyesque

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Posted 13 October 2022 - 04:20 PM

View PostTheCaptainJZ, on 13 October 2022 - 01:00 PM, said:

Yes, this information is not entirely true. Stealth armor absolutely does inhibit cooling, but not 100%. These notes are the original description and intention provided by PGI, but even upon launch it wasn't strictly accurate--there was a little cooling possible with Stealth active, but it varied based on mech builds. However, a subsequent patch (I don't know when) improved dissipation so they cool better than they originally did. I don't have a source for the actual math then or now and don't think it's ever been provided by PGI.

Stealth Armour applies a constant heat precisely equal to ten ordinary heat sinks without Cool Run nodes on a neutral map (River City). If you have ten STD sinks and no skills, walking will be heat-positive and you cannot shed any of it, even standing still, until you deactivate it.

On a hot map, such as Terra Therma, you will in fact heat up doing nothing if you engage Stealth Armour with that minimum set of sinks.

As a consequence of this, mechs that intend to be using their Stealth Armour consistently benefit very strongly from every increase in cooling over that baseline minimum.

#9 PocketYoda

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Posted 13 October 2022 - 08:19 PM

I've never seen a head shot ammo explosion.

#10 Curccu

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Posted 13 October 2022 - 09:20 PM

View PostPocketYoda, on 13 October 2022 - 08:19 PM, said:

I've never seen a head shot ammo explosion.


I have... once, back in the day when my founders Jenner-D was the best thing in the game.

#11 TheCaptainJZ

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Posted 14 October 2022 - 11:00 AM

View PostPocketYoda, on 13 October 2022 - 08:19 PM, said:

I've never seen a head shot ammo explosion.

It's definitely possible, but the hitbox is so small you're more likely to destroy the component before any ammo, plus it's only got a 10% chance of exploding even if it gets critted out. The other 5 crits (that don't really do anything here--sensors, cockpit, etc.--do act as crit buffers according to an engineer back in the day (Carl Berg). Actuators act as crit buffers too. So a head ammo explosion would normally be rare--probably more likely if you override shutdown and the heat damage does it to your head.

View Postfoamyesque, on 13 October 2022 - 04:20 PM, said:

Stealth Armour applies a constant heat precisely equal to ten ordinary heat sinks without Cool Run nodes on a neutral map (River City). If you have ten STD sinks and no skills, walking will be heat-positive and you cannot shed any of it, even standing still, until you deactivate it.

On a hot map, such as Terra Therma, you will in fact heat up doing nothing if you engage Stealth Armour with that minimum set of sinks.

As a consequence of this, mechs that intend to be using their Stealth Armour consistently benefit very strongly from every increase in cooling over that baseline minimum.

Thanks for the info!





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