#521
Posted 02 May 2012 - 07:39 PM
#522
Posted 02 May 2012 - 07:45 PM
#524
Posted 02 May 2012 - 08:14 PM
Constructively.
#525
Posted 02 May 2012 - 08:33 PM
Mason Grimm, on 02 May 2012 - 08:14 PM, said:
Close? BURIED plz. Been flogged into dead horse stew. The dev's know what it will be, the mods probably don't, but twisting in the freaking wind is the only acceptable hobby for MWO fans atm.
#526
Posted 02 May 2012 - 08:38 PM
#527
Posted 02 May 2012 - 08:55 PM
Edited by Ravn, 02 May 2012 - 08:56 PM.
#528
Posted 04 May 2012 - 08:34 PM
#530
Posted 04 May 2012 - 08:47 PM
#531
Posted 04 May 2012 - 09:39 PM
Or, assuming you brough a Union instead of a Leopard, you should be able to resupply at the dropship.
Edited by Zakatak, 04 May 2012 - 09:40 PM.
#532
Posted 04 May 2012 - 09:52 PM
If it is a 1 mech mission in a 24 player match, and ammo-dependant mechs have no way of replenishing ammunition, then half of the teams mechs will be out of commission halfway into the game. What is Catapult pilot expected to accomplish with 4 medium lasers and his jumpjets? If ballistic/missile based mechs are only useable for half the game, then the battlefield is going to be nothing but a bunch of Awesome.
Either have a base or a dropship on the arse-end of the maps (a 2 minute walk) which takes alot of time but has little risk factor, or you can call on an ammo truck to refill you in the field. The problem with this is, you are shut down during this time, and if someone lands a shot on that truck, you get blown sky high. That'll really rustle your jimmies.
#533
Posted 04 May 2012 - 09:56 PM
#534
Posted 04 May 2012 - 10:04 PM
Zakatak, on 04 May 2012 - 09:52 PM, said:
In a 12 on 12 match it wouldn't be expected that 1 pilot will need enough ammo to score all 12 enemy kills. I wouldn't even expect the Catapult pilot in your example to damage all 12 of the enemy mechs if the rest of the team isn't AFK. I don't think ammo will be as much of an issue since the rest of the team is probably going to be interested in scoring kills as well.
#535
Posted 04 May 2012 - 10:13 PM
Zakatak, on 04 May 2012 - 09:52 PM, said:
Don't diss the quad medium lax0rz. I took out a Timberwolf MkII on 2nd hardest AI setting (1 above regular) in MW4:M with just quad MLas on a TRO 3050 Catapult setup (armor, speed, everything. Except missiles, for obvious reasons
#536
Posted 05 May 2012 - 12:07 AM
#537
Posted 05 May 2012 - 02:29 AM
I want pool back so everybody cam see results
Edited by neodym, 05 May 2012 - 02:29 AM.
#538
Posted 05 May 2012 - 03:07 AM
#539
Posted 05 May 2012 - 03:59 AM
Zylo, on 04 May 2012 - 10:04 PM, said:
The problem is:
1.: Balance (ammunition vs. heat issue)
2.: Running out of ammunition.
2.a.: Running out of Missile ammunition
2.b.: Running out of Ballistic ammunition
One of the great problem the "old" MW games is the LRM boating, where the 2.a. point can be a solution of the problem. Yea, the Catapult had issues WHEN running out of LRM ammo (well, 4 MLAS still a good weapon loadout), but until that time, the Catapult is a strong and effective long range support mech.
The other problem is the Ballistics vs. Energy weapons balance and ammunition problem (1. and 2.b. point). The ballistic weapons in normal methods (ie.: like most in the older MW games, and in the tabletop (TT) game) are won't keep up in the line of the energy weapons. With the energy weapons, you can shoot a "maybe i can hit it" situation, but an ballistic weapons, you probably won't do it for the ammunition conservation issues, and only shoot, when the hit probability are high enough. Note, that most TT (and MW) loadout only have one tons of ammunition for ballistic weapons, in several times, they have two tons. In an AC/20 that means 5 shoots at all (one tons) or perhaps 10 shoots (two tons). It's an issue, and a notable one.
Just compare:
AC/20:
Damage: 20
Heat: 7
Tons:14
Critical: 10
Range: 3/6/9
MLAS:
Damage: 5
Heat: 3
Tons:1
Critical: 1
Range: 3/6/9
So, the AC/20 /w 1 tons of ammunition:
Damage: 20
Heat: 7
Tons: 15
Critical 11
Range: 3/6/9
Can fire 5 times (make 100 point of damage)
4x MLAS /w 5 heat sinks:
Damage: 20 (4x 5)
Heat: 7 (4x 3 = 12 - 5 from the heat sinks)
Tons: 9 (4 + 5)
Critical: 9 (4 + 5)
Range: 3/6/9
Can fire unlimited time (make 100+ point of damage)
You can easely seen the MLAS + Heat Sinks a better option, same damage and range, but for 6 tons and 2 critical slots less, and without the chance for ammo explosion and without the risk of running out of ammunition.
Thats why the HBK-4P ("Swayback" version of the Hunchback) are more powerfull with it's 10x MLAS and 1x SLAS than the original Hunchback's AC/20 + 2x MLAS plus 1x SLAS.
Edited by Cifu, 05 May 2012 - 04:04 AM.
#540
Posted 05 May 2012 - 04:06 AM
12 user(s) are reading this topic
0 members, 12 guests, 0 anonymous users


















