The6thMessenger, on 28 April 2022 - 05:08 PM, said:
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 broken
So I think you misunderstood what I meant. When I said add typical ammo usage I didn't mean add just one ton.
For example, Clan Gauss typically runs 2 1/2 tons of ammo give or take a half ton depending on how many other weapons you have and whether you run the ammo skill nodes. Instead of Clan Gauss being 12 tons, it would now weigh 14.5 tons and have infinite ammo. UAC5 is roughly 2 1/2 tons per instance meaning 9.5 tons instead of the 7 just to mount it. Instead of it being up to the user, you just pay it up front. This hurts a few builds that maybe miss the mark by a ton but that could easily be made up by adding weapons that offer lower weight alternatives (or really any alternatives in the case of Clan builds). You do make a solid point about invasion though.
Also it took me a bit to realize the difference between energy weapons and ballistics isn't that one of ammo, ammo is just a tax, you can build around that limitation to suit your needs. The real difference is that energy weapons are in efficient heat wise but have a low initial investment to mount. Same is true for SRMs vs short range ballistics. You can fit almost 5 SRM6 for the tonnage of an AC20, however you pay a price for that extra damage outside of the spread, and that is heat. Due to the size of DHS (at least on the IS side) the more tonnage you have to play with the more you end space constrained such that ballistics just become more attractive because there are limits to how much heat you can handle built in to the mech building. So outside of firing mechanics this is the real distinction. Energy weapons offer the lowest tonnage investment but have a lot of heat, ballistics are the opposite, and missiles in between. All ammo does is hide the effective tonnage through a player trap because you only get a good guage on how much ammo is needed per round through experience, the game offers no help on that. This is why on lighter Mecha builds skew so heavily to lasers and missiles and assaults skew toward ballistics.
Edited by Quicksilver Kalasa, 29 April 2022 - 09:36 PM.