

Ammo types
#1
Posted 30 March 2012 - 11:59 AM
A mate and I were chatting about weapon types, and he asked me if MWO would have a quality system like a lot of MMOs do (white/green/blue/purple/orange), etc. but since I do doubt that happening - and to be honest, hope it isn't in game - I was thinking about alternate ammunition types for our launchers and AC's. For instance, EMP warheads to immobilize or lock down 'Mechs, or incendiary warheads to crank up the heat on someone, explosive or armor piercing AC rounds depending on what you want, etc.
Thoughts?
#2
Posted 30 March 2012 - 12:28 PM
#3
Posted 30 March 2012 - 12:36 PM
#4
Posted 30 March 2012 - 12:44 PM
#5
Posted 30 March 2012 - 12:48 PM
#6
Posted 30 March 2012 - 12:52 PM
Grus, on 30 March 2012 - 12:44 PM, said:
I've always read it, in books anyways, the size of a basketball. Which traveling at those speeds is still a lot of friggin energy.
#7
Posted 30 March 2012 - 01:16 PM
#8
Posted 30 March 2012 - 01:36 PM
Only Launcher weapons need some different ammo, but not switchable, more device like.
I don't want this "hmm what shall I load this time" thinkin, and the switching in the middle of a battle.
#9
Posted 30 March 2012 - 01:47 PM
LakeDaemon, on 30 March 2012 - 01:16 PM, said:
AKA a watermelon... which is what I've always pictured them as
#10
Posted 30 March 2012 - 01:54 PM
#11
Posted 30 March 2012 - 03:25 PM
All the info i have comes from CBT: TechManual, CBT: Master Rulers Revised, and BT: Maximum Tech Revised
#12
Posted 30 March 2012 - 03:32 PM
Lt Trevnor, on 30 March 2012 - 12:36 PM, said:
Mag-Pulse warheads are canon and as of The Wars of Reaving, there are Improved Magnetic Pulse warheads for iATMs.
AC ammo is generally described as "high-explosive, armor-defeating", even as HEAP - which can be used to describe a variety of penetrating mechanisms (though not always correctly and is dependant on whose alphabet-soup you are using.)
Gauss rifle rounds have typically been described as "nickel-ferrous."
To the OP's comment regarding color-quality, I would not discount it since there so many manufacturers of any given weapon and the fluff has indicated differences in quality for some of them.
#13
Posted 30 March 2012 - 03:38 PM
#14
Posted 30 March 2012 - 03:43 PM
#15
Posted 30 March 2012 - 03:53 PM
Andar89, on 30 March 2012 - 01:36 PM, said:
Only Launcher weapons need some different ammo, but not switchable, more device like.
I don't want this "hmm what shall I load this time" thinkin, and the switching in the middle of a battle.
it would be stupid if you could switch ammo in the field anyway...its not like in the middle of battle you can pause it, run back to a mechlab and swap for something else.
with that said, from what I have read in the books, there are different types of ammo available, and I see no problem with differing types and qualities of ammo. with that said, you should only be able to purchase the upgrades in game with c-bills, not from the store(gotta stay away from the pay to win, eh?), and the ammo types can only be switched out in the mechlab prior to a drop.
otherwise, I personally see no problem. I will say that ammo types are most likely on a back burner(as they should be) while bugs and more pressing content and balance issues are addressed.
#16
Posted 30 March 2012 - 03:55 PM
Soviet Alex, on 30 March 2012 - 03:43 PM, said:
Ammo-switching should not be an issue, since there are many games out there that have toggle options for weapons already.
#17
Posted 30 March 2012 - 05:24 PM
Think I might have to substitute the HVAC's for the AC-10 for MWO though.
#18
Posted 31 March 2012 - 12:48 AM
As to the size of a gauss slug, it is said by Sarna to be "ferrous nickel-iron alloy" and it comes at 8 shots per ton. So each slug is *approximately* 1/8th ton. Estimate a density for a nickel-iron alloy ("ferrous" seems a bit redundant, since it mean "iron"), and you can get an approximation for the volume of each slug. I can't imagine them being spheres would be a sensible design, but then again, I'm not a ballistics expert.
#19
Posted 31 March 2012 - 01:21 AM

On the subject of LBX-class autocannons: In Battletech they fire flechette rounds (commonly referred to as "buckshot") and armour-piercing shells. The only real difference between the two is the spread of damage, with the canister round having a slight accuracy advantage. In MW3 all types of autocannons fired a stream of projectiles, rather than a single shell. There were no Flechette rounds, and the only advantages that LBX's had were weight, space & heat. We don't know yet what autocannon are like in MW-O, so we don't know if LBX's will need 2 ammo types. The same is true for missiles launchers. Artemis & NARC in MW3 worked very differently to Artemis & NARC in Battletech, and didn't require special missile ammo. Depending on how MW-O incorporates these ideas, we may not need to switch ammo types at all.
#20
Posted 31 March 2012 - 01:29 AM
Andar89, on 30 March 2012 - 01:36 PM, said:
Why not ? I want Precision AC-20 ammo for all those homing AC-20 shell headshots

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