unlimited amo
#1
Posted 22 July 2012 - 07:13 AM
#3
Posted 22 July 2012 - 07:21 AM
Edited by Dredhawk, 22 July 2012 - 07:23 AM.
#4
Posted 22 July 2012 - 07:21 AM
#5
Posted 22 July 2012 - 07:35 AM
#6
Posted 22 July 2012 - 07:47 AM
#7
Posted 22 July 2012 - 07:59 AM
darkenderlord, on 22 July 2012 - 07:13 AM, said:
SERIOUSLY.
Leave. Please.
Are you 14 or something lad? Because the appeal (for most) of Battletech (aka Mechwarrior) is the attempt to ground it more in reality. What next, do you want the heat scale disengaged so you never worry about o0verheat? Please stick to consoles if that is what you want, or playing single player MechWarrior 4 with all the stuff you want disabled. But ammo conservation, smart purchasing, and the general logistics are an essential part of the game. Otherwise it's just another mindless FPS.
#8
Posted 22 July 2012 - 08:02 AM
edit: additionally, from what I hear, ballistic weapons have enough disadvantages in MWO already. I'm not sure they need the extra drawback of having the player think "hmm, I COULD fire this AC/20, but then again each round is 350 spacebucks...."
Edited by peer, 22 July 2012 - 08:04 AM.
#9
Posted 22 July 2012 - 08:13 AM
A simulation is meant to be as realistic as possible, even if there is no real life mechs to compare with, and part of that realism is having limited ammunition.
If you want to play a game with unlimited ammunition go play a game that has it, dont come here and demand they give you everything you ask for.
Also the fact that you in your very first post call this and RPG and ask for unlimited ammunition, suggests to me that you are either trolling or have no idea whatsoever what it is you are talking about.
Edited by Dragonlord, 22 July 2012 - 08:16 AM.
#10
Posted 22 July 2012 - 08:14 AM
#11
Posted 22 July 2012 - 08:17 AM
peer, on 22 July 2012 - 08:14 AM, said:
Regardless, both are not getting in as their opposites have a reason to be in instead of them.
#12
Posted 22 July 2012 - 08:18 AM
#13
Posted 22 July 2012 - 08:23 AM
peer, on 22 July 2012 - 08:18 AM, said:
You can do pretty nasty things that way in a F2P model... just joking.
It is a good thing to have, since it can be used as a balancing tool if this or that weapon goes a bit over the top.
#14
Posted 22 July 2012 - 08:24 AM
#15
Posted 22 July 2012 - 08:24 AM
#16
Posted 22 July 2012 - 08:28 AM
Adridos, on 22 July 2012 - 08:23 AM, said:
I don't see how. Do you mean, if a ballistic weapon is overused, you can increase the price of ammunition so players either won't be able or willing to use it? That doesn't sound like a good way of balancing weapons to me. Instead, you could perhaps lower the weapon's damage done, increase its heat generation, or lower the amount of rounds per ton of ammo. It's the same reason you can't balance Clan mechs by making them more expensive to repair; when a guy is getting shot to pieces by a flat-out superior weapon or mech, he won't be thinking "oh well at least that guy will pay a few spacebucks more than me after the fight", he'll be thinking "ugh, why isn't this **** balanced".
Edited by peer, 22 July 2012 - 08:29 AM.
#17
Posted 22 July 2012 - 08:38 AM
peer, on 22 July 2012 - 08:18 AM, said:
By your reasoning, we also should not have to pay to repair... since that is only there for realism purposes. If a gyro costs money, so does a bullet. Go to you local gunstore and buy a gun. Then pay the gunsmith to customize it. Then try to go and walk out the door with a few boxes of free ammo.
Ammo cost and resupply is one of their offseeetting factors. Ballistics are heavy, and ammo dependent, buit generally cycle faster than energy weapons, and cause higher damage, due to size of round, or fast reload rate. They also produce negligible heat.
The trade off to energy weapons is lighter, and never need to reload, but they generate a ton of heat.
It's called offsetting characteristics that define why certain weapons are superior in certain situations.
peer, on 22 July 2012 - 08:28 AM, said:
I don't see how. Do you mean, if a ballistic weapon is overused, you can increase the price of ammunition so players either won't be able or willing to use it? That doesn't sound like a good way of balancing weapons to me. Instead, you could perhaps lower the weapon's damage done, increase its heat generation, or lower the amount of rounds per ton of ammo. It's the same reason you can't balance Clan mechs by making them more expensive to repair; when a guy is getting shot to pieces by a flat-out superior weapon or mech, he won't be thinking "oh well at least that guy will pay a few spacebucks more than me after the fight", he'll be thinking "ugh, why isn't this **** balanced".
And yes, depending on the world you are playing on, and point in timeline, you might not even hhave access to reloads. A goodly portion of the Clan Invasion was IS units forced to fight guerilla warfare..... kinda dilutes the point if a stranded unit on an enemy world somehow never runs out of ammo.
#18
Posted 22 July 2012 - 08:41 AM
Now if i was the person making the ammo, id expect some C-Bills otherwise id go on a strike and start making DUDS for the person who stopped paying me and wanted free ammunitions.
This game is meant to make you think before you go into combat, if you wanted free ammo, i would suggest going to games where its not hard trying to get the right configuration for combat scenarios.
I enjoy the fact i have to had funds to get myself prepared for combat, it gives that feeling of being a real Mechwarrior instead of just a simulator pilot.
but back on topic, energy weapons are a great substitute to free ammunition, just be sure to not overheat your mech
#19
Posted 22 July 2012 - 08:42 AM
Bishop Steiner, on 22 July 2012 - 08:38 AM, said:
The trade off to energy weapons is lighter, and never need to reload, but they generate a ton of heat.
It's called offsetting characteristics that define why certain weapons are superior in certain situations.
First, I already stated why I believe paying for repairs is good while paying to restock ammo is not. Here it is again: repair costs reward smart play, which is good. Ammo costs, on the other hand, reward not using your weapons. I don't see why that's a good thing.
Second, you don't want to balance a weapon around factors (ie, ammo cost) that have no impact in the actual battle. I already explained this, too. Weapons, and mechs, should be balanced around what they actually do ingame, not around how much they cost to buy or resupply.
Third, if you want realism, do you also support the idea that once your mech is destroyed in a match, it's gone? That's more realistic, after all; if you lose your mech, you'll have to buy a brand new one. If you can't afford it, tough, get a new account. Realism, hell yeah.
Edited by peer, 22 July 2012 - 08:46 AM.
#20
Posted 22 July 2012 - 08:42 AM
Not even to signify I was smiling.
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