

Ammunition loads in MWO
#41
Posted 10 January 2012 - 08:40 AM
#42
Posted 10 January 2012 - 09:29 AM
#43
Posted 10 January 2012 - 11:32 AM
So, from this we can deduce that:
- Autocannons are rapid fire weapons rather than big shell launchers
- Each "round" of ammunition is really multiple shells
- The AC classification (20, 10, 5, 2) is dependent on rate of fire rather than calibre.
- An AC20 fires 20 "rounds" in 10 seconds, or 2 "rounds" a second. AC10s fire 1 round a second and so on.
- The number of shells per round varies based upon calibre
MaddMaxx, on 10 January 2012 - 09:29 AM, said:
Agreed. The big balancing factor with lasers is the heat. The balancing factor for ammo-dependent weapons is the fairly obvious dependency on ammunition. Removing either of those balancing factors would lead to munchkins.
Edited by Bernardo Sinibaldi, 10 January 2012 - 11:37 AM.
#44
Posted 10 January 2012 - 12:03 PM
#45
Posted 11 January 2012 - 09:46 AM
#46
Posted 11 January 2012 - 09:58 AM
#47
Posted 11 January 2012 - 10:01 AM
Elizander, on 11 January 2012 - 09:46 AM, said:
And lose the ability to chop off a target's limb with 1 shot which was the biggest selling point of AC-20s over 4 Medium lasers. Also this is an online pvp game, people will dodge your AC-20 peashooter until all 20 shots are scattered uselessly over the target mech.
A medium laser at least does 5 damage if it hits something rather than 1 damage.
Make rapid fire ACs optional if necessary but do not force it down upon players who want their 1 shot 1 big hurting ACs.
Edited by [EDMW]CSN, 11 January 2012 - 10:02 AM.
#48
Posted 11 January 2012 - 10:10 AM
[EDMW]CSN, on 11 January 2012 - 10:01 AM, said:
And lose the ability to chop off a target's limb with 1 shot which was the biggest selling point of AC-20s over 4 Medium lasers. Also this is an online pvp game, people will dodge your AC-20 peashooter until all 20 shots are scattered uselessly over the target mech.
A medium laser at least does 5 damage if it hits something rather than 1 damage.
Make rapid fire ACs optional if necessary but do not force it down upon players who want their 1 shot 1 big hurting ACs.
We're not sure yet how they are going to make the weapons work. They could very well make lasers deal damage over time and it will spread anyway as you 'weld' the enemy mech. I am not assuming that we will get the same accuracy/system that we had in MW4.
This is also how they depicted the Atlas AC20 in the teaser video back in 2009 so there is a chance that it will be made this way for MWO.
#49
Posted 11 January 2012 - 10:11 AM
Ammo and heat are serious tactical considerations in any battletech engagement, and should be kept that way. MW4 payloads may have helped with the single player game, but made some configs ridiculous in multiplayer.
#50
Posted 11 January 2012 - 12:34 PM
EDIT: By my math the AC/20 can fire 8 rounds per second (480 rounds per minute) and the AC/2 can fire 20 rounds per second (1,200 rounds per minute). Something to think about is that the Ultra AC can fire twice as fast and the Rotary AC can fire six times as fast. Of course that's balanced by the fact that you run out of ammunition however many times as fast.
Edited by Fyrwulf, 11 January 2012 - 12:45 PM.
#51
Posted 11 January 2012 - 04:31 PM
As has been mentioned, if you want more, free up some space for it.
Also, ammo explosions and jettisoning should be included.
While you should have to state how much of your total ammo is "specialty" ammo, you should (if not already able to) be able to switch from standard ammo to the specialty type in mid-fight, as long as you brought some along of course.
#52
Posted 11 January 2012 - 05:07 PM
#53
Posted 11 January 2012 - 05:42 PM
VYCanis, on 03 January 2012 - 03:03 PM, said:
What about the Solaris VII TT rules that break rounds down to 2.5 seconds? I think we'd need to operate from something closer to that for a video game, because if every weapon takes 10s to cycle, what's my incentive to waste 16 tons for 10 shots from an AC/20 when I can just get four medium lasers and eight heat sinks instead, save four tons of weight, have equal damage, and never run out of ammo or risk an ammo explosion?
I'm thinking to be worthwhile autocannons need to cycle faster than lasers and PPCs, though hopefully not at the crazy ammo wasting MW2 rate (which was necessary in that game, because lasers cycled so damn fast!) Pulse lasers should also cycle faster. I'm not as sure about the balance of PPCs to lasers, though - I'm tempted to say a similar cycle time, since PPCs are effectively heavier than large lasers for the amount of damage they deliver. I'm not as sure about the Gauss rifle, though - it does require ammo, but its got twice the range of a PPC and produces almost no heat, so I'm tempted to think the rate of fire should be similar to a PPC. Pulse lasers should cycle fairly quickly, like autocannons, and be offset by rapid heat build-up (instead of being made into horrible little peashooters like in MW4!)
Geist Null, on 03 January 2012 - 03:41 PM, said:
I've always assumed that's why all ballistic weapons are so ridiculously heavy - much of the weight must be tied up in the automated ammo feed system. How else do you make a .50 cal weigh a half ton?
Datum, on 03 January 2012 - 08:36 PM, said:
Well, the MW2 issue was that targetting spheres made it necessary to waste a lot of shots taking the arms off most mechs before you could get to anything vulnerable. Guided missles were ungodly effective. I think MW2: Mercs was a more effective and balanced implementation of both weapons.
[EDMW]CSN, on 04 January 2012 - 02:43 AM, said:
MW3 hands down had my favorite addressing of weapon systems (especially pulse lasers, PPCs, autocannons, and SRMs), and I would love it if this game went with something similar. Autocannon burst could be really effective, but the recoil made them a bit tricky, so you had to stabilize your shot and work against that recoil to prevent spreading the damage from the burst all over. I also really liked the changes to the PPC from MW2, and way SRMs tried to track targets, but in eratic loopy swarms, instead of being dumb-fired rockets. Lasers finally had a reasonable cycle time, and pulse lasers were cool, too, having a long firing time that pretty much guaranteed you'd hit something, but made it hard to deliver all the damage to one sector on any moving target. The only weapon change I didn't love was the Gauss rifle - it was sort of like a green version of a PPC bolt, and it didn't seem like it travelled as fast as it should. Really, the only things I DIDN'T like were the lack of DFA and the coolant flush... well, the preponderance of Anihilators got a bit annoying, too...
MaddMaxx, on 10 January 2012 - 09:29 AM, said:
Having proper heat management is ought to be really important. I hope it's made significant enough that sprinting around being trigger-happy isn't the sole winning technique. Forcing players to
Bernardo Sinibaldi, on 10 January 2012 - 11:32 AM, said:
- Autocannons are rapid fire weapons rather than big shell launchers
- Each "round" of ammunition is really multiple shells
- The AC classification (20, 10, 5, 2) is dependent on rate of fire rather than calibre.
- An AC20 fires 20 "rounds" in 10 seconds, or 2 "rounds" a second. AC10s fire 1 round a second and so on.
- The number of shells per round varies based upon calibre
I agree with some of this. Pulling from sarna:
"Different manufacturers and models of autocannons have different calibers (25mm-203mm) and rates of fire. Due to this, autocannons are grouped into generic "classes" of autocannons with common damage ratings, with Autocannon/5s usually having a long range with a small to moderate damage level.
An example of the rating system: the Crusher Super Heavy Cannon is a 150mm weapon firing ten shells per "shot", while the Chemjet Gun is a 185mm weapon firing much slower, but causing higher damage. Despite their differences, both are classified as Autocannon/20s due to their damage output."
So autocannon rating is based both on weapon caliber, and by rate of fire, not just variance in rate of fire. So while an AC/20 could use the same ammo as an AC/5 and just fire 4x as fast, it could also fire at the same rate with shells 4x as powerful. Extrapolating, if a GM Whirlwind AC/5 fires 3-shot burst of 120mm shells, an AC/10 might be a gun that fires 6-round burts of 120mm shells, or 5-round burst of 150mm shells, or maybe even a very small burst of 185mm shells.
I do like the ammo "cassette" explanation - it does make sense, in the context that a burst of AC fire consumes a full cassette, and then has to cycle to load the next casette. I'm not sure I agree about the ten rounds in ten seconds part, and I think the real intent is more likely that the burst occurs over a < 1s interval, then a few seconds are required to reload the next cassette. Also, I wish I had a copy of the Solaris VII rules, as I suspect they show a much shorter firing time, and probably a shorter reload time, than 10s.
In the practical context of a video game, though, I'm mostly used to getting ammo that's rated by AC size, not by caliber. Still, it could be an interesting addition to make both ammo and ACs have their own calibers - it could also be handy, from a supply standpoint, to get your unit autocannons of common caliber (say, AC/5s, AC/10s, and AC/20s that fire 120mm shells in respective 3, 6 and 12-shot bursts) and simplify inventory management for the unit. It might be more work than its worth from a design standpoint, however.
Fyrwulf, on 11 January 2012 - 12:34 PM, said:
By your math based on what data?
#54
Posted 11 January 2012 - 06:21 PM
Unless ammo is free, then it depends on damage/ammo count vs lasers.
#55
Posted 11 January 2012 - 06:27 PM
Stone Profit, on 03 January 2012 - 01:14 PM, said:
Starting Just Normal loads.....then Maybe Streaks and as the game goes on.. I'd like Infernos if balanced right, Swarm adn other loads would be nice anything more special... would be pointless
#56
Posted 11 January 2012 - 06:46 PM
Lycan, on 11 January 2012 - 04:31 PM, said:
As has been mentioned, if you want more, free up some space for it.
What is TT ammo / ton?
Doe it also assume that all weapons fire at TT (10 secs) rates?
What really sucked in MW3 was that you could run out of ammo really quick with the quick autocannon fire rates. (oh and lag)
It didnt feel right that to have adequate ammo for a 4vs4 fight was 20 rounds or 4 tons of ammo for the UAC20.
MW4 at least had recycle time considerations when taking in consideration the amount of ammo per ton you were given.
#57
Posted 11 January 2012 - 07:47 PM
Yeach, on 11 January 2012 - 06:46 PM, said:
What is TT ammo / ton?
Doe it also assume that all weapons fire at TT (10 secs) rates?
What really sucked in MW3 was that you could run out of ammo really quick with the quick autocannon fire rates. (oh and lag)
It didnt feel right that to have adequate ammo for a 4vs4 fight was 20 rounds or 4 tons of ammo for the UAC20.
MW4 at least had recycle time considerations when taking in consideration the amount of ammo per ton you were given.
TT ammo/ton is dependant on the weapon system you're using.
And as far as I know, yes it does assume that all weapons are firing at TT rates.
While it does suck to run out of ammo (which has happened to me and is why I tend to prefer energy based weapons), if I do/did have to use an ammo dependant weapon, I wouldn't be firing it off like it was a Call of Duty G36.
#58
Posted 11 January 2012 - 09:21 PM
Solis Obscuri, on 11 January 2012 - 05:42 PM, said:
You know what, going back over the data is so contradictory I'm giving up. It makes no sense that you should have a fixed 10 sec firing time, when in fact these cassettes are probably really complex magazines that are fed by really complex autoloaders. There's absolutely no reason you shouldn't be able to squeeze off a short burst, especially when the entire idea of automatic weapons is that you have control over how many rounds you actually fire.
I think as a baseline the AC/20 should be firing a round every two seconds (a bit better than the 127mm gun on the Flight III DDG-51 destroyers) and that the AC/2 should be firing at four rounds per second (about what a 40mm Bushmaster naval gun does). Stands to reason than an AC/5 would then fire at two rounds per second and the AC/10 would fire a round every second. Ultra ACs would double that fire rate and Rotary ACs would fire six times as fast as conventional ACs.
#59
Posted 12 January 2012 - 03:33 AM
Solis Obscuri, on 11 January 2012 - 05:42 PM, said:
I do like the ammo "cassette" explanation - it does make sense, in the context that a burst of AC fire consumes a full cassette, and then has to cycle to load the next casette. I'm not sure I agree about the ten rounds in ten seconds part, and I think the real intent is more likely that the burst occurs over a < 1s interval, then a few seconds are required to reload the next cassette. Also, I wish I had a copy of the Solaris VII rules, as I suspect they show a much shorter firing time, and probably a shorter reload time, than 10s.
In the practical context of a video game, though, I'm mostly used to getting ammo that's rated by AC size, not by caliber. Still, it could be an interesting addition to make both ammo and ACs have their own calibers - it could also be handy, from a supply standpoint, to get your unit autocannons of common caliber (say, AC/5s, AC/10s, and AC/20s that fire 120mm shells in respective 3, 6 and 12-shot bursts) and simplify inventory management for the unit. It might be more work than its worth from a design standpoint, however.
Good point with regards to the exchanging of the cassettes - I'd missed that in my initial analysis of the article. Practical rate of fire, including cassette change, is as I asserted but theoretical rpm is going to be far higher to account for the magazine change.
The text was from an old article (late 80s / early 90s?) so I wouldn't be at all surprised if the fluff has moved on. It was from a semi-official source though so I think it has some weight.
I actually like the sound of the inventory management aspects of autocannon rounds but you're perfectly right - that does add a layer of complexity that may not bring much to the table.
I've got the Solaris rules somewhere at home so I'll have a root around in there and see what it says. Just out of interest of course, I'm sure the devs have this well covered (as with most things to be honest).
#60
Posted 12 January 2012 - 03:47 AM
And then there's the additional issue, what if the "perma-respawn" faction gets their way? How that affects ammo consumption. As you basically get an unlimited number of targets due to constant respawning which sort of calls for unlimited ammo as well (bleh, but had to be mentioned

And yeah, there's also to consider the whole customization matter. Depending on how (un-)limited it will become, there needs to remain some incentive to spend an extra ton/slot for more ammo. Or 2 or 3. Without, of course, rendering ballistic weapons the red-headed step kin of energy weapons (again). Not sure if tweaking heat dissipation rates alone might suffice for that one.
Edited by Dlardrageth, 12 January 2012 - 03:51 AM.
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