Quicksilver Kalasa, on 28 April 2022 - 04:00 PM, said:
Balance has already taken that into account outside of the ammo quirks. If you were to add the weight of the typical ammo per weapon to the base weapon and just give everything infinite ammo balance would not change....much (outside again, those with ammo quirks). There might be some things that are impacted since they rely on less ammo than average top builds but overall it isn't like the meta would drastically shift.
Eh well, sure. Although now that I think more about it, packing a lot of ammo are also part of other builds like dakka heavy ones or HGR ones, they are purposefully limited. So how do we approach it? do we just reduce ROF significantly to prompt them to add more ammo bins if we take my route of simply increasing fire rate/ton of ammo?
And as for the ammo limitation, what about something like prolonged conflicts like Invasion, where normally dakka builds would eventually run out of ammunition that prompts them changing mechs. Something like an HGR Hunchback usually lose a few tons for ammunition that would otherwise be consumed for something else.
I mean sure, I would like to put HGR when normally the ammo-tax would deter them, but on the low end that makes it possible, probably power-creeps on the high end. Consider this, the Sleipnir with HGR usually builds 7 tons IIRC, now you are dropping that by 5 tons for something else like either +speed or +lasers, the dakka builds that build same or even more ammo tons now can put that to Heatsinks for even MOAR sustain by being ice cold when they wouldn't otherwise like an Anni 2x UAC10 + 2x UAC5 that typically runs hot.
The direwolf that can pack 3x UAC5 + 2x UAC10 usually puts most of it's remaining tonnage with ammo, how do you intend to balance the terror that is the
2x UAC10 + 4x UAC5 Clan Dakka that is made sustainable?
And if ACs don't run out of ammo anymore. What use do we have in using energy builds anyways? Yeah we can pack them together, sure, but why not just keep more dakka and be cool?
I'm not really sure if it's a worthwhile endeavor, considering that we'll probably have to do another round of rebalancing, on a system that isn't exactly broke.
EDIT:
I GOT IT
Make ballistic weapons consume ammo, but ammo replenishes passively overtime, like Energy Draw. Then ammo ton bins slightly increases amount of shots and the replenish speed.
This means you lend credence to dakka builds by packing a lot of ammo, but you can still use them in short bursts when used without.
FupDup, on 28 April 2022 - 04:06 PM, said:
I honestly don't remember, but okay.
FupDup, on 28 April 2022 - 04:06 PM, said:
TT range for Mag and APG is 270 each (and 540 max under MWO rules).
Not really a good deal breaker to be honest. If it were at 360m-450m, that's a good reach.
Edited by The6thMessenger, 28 April 2022 - 05:44 PM.