#241
Posted 13 April 2012 - 04:46 PM
Instead of making full LBX mach with suicide run to make most dmg as possible & die before ammo runs out.
#242
Posted 13 April 2012 - 05:58 PM
Blkcat, on 08 April 2012 - 09:25 AM, said:
What makes you think that by including a MFB that automatically means that ammo based mechs don't have to worry about ammo?
It's already been stated that the MFB wouldn't/shouldn't be available in all match settings. Nor would the MFB have access to unlimited ammo. You're probably have to outfit it with the ammo types that it would carry before the match (where it was available) begins.
Even if there's a MFB available, the mech that needs the reload would still have to make it there, hope that he wasn't followed by an enemy, power himself down, wait for the reload to complete, power up and then get back into the action. Now, MOST pilots wouldn't want to take that risk and would just make do with not using the weapon that's been depleted.
So still not not seeing where a MFB means "unlimited ammo".
#243
Posted 13 April 2012 - 06:08 PM
In the time frame we are playing in according to the Devs at 3048 there are no Mobile field bases. there are however dropships, warehouses, forts, etc. That would and should include a loading spot with the equipment to load ammo into Mechs. However it has been stated to Reload a mech outside of combat takes between 6 minutes and 15 minutes based on the experience of the crew or 30 seconds or 50 seconds in the field but with a chance for an explosion and the mech being loaded is shut down and if he is hit in the rear the ammo auto explodes plus the ammo in the square being loaded and it is a bad thing.
I am all for ammo reloading during the game. Didn't happen often in the lore, only in badly made MW games where armor was repaired etc. Outside of timelines for what the canon says it would take. I know it was a game decision based on magic reload and repair so it was a compromise. I hope PGI does not compromise like that, although I would love the Dev's to include onboard ammo and reloading facilities as long as they are able to be destroyed and the mech being reloaded has to follow all the rules from TT with all the bad consequences I am ok with it. Gives my scout mech a really fun job of killing mechs that are shut down and vulnerable. Plus I really wish we could capture the ammo that pilot x bought for his reloads during the game but we denied him the ability to reload cause we kept his depot under observation and fire so it wasn't safe for him to reload. Ahhhh
chris
#244
Posted 13 April 2012 - 06:16 PM
Most of the table top games I played had no kind of resupply. Lets get melee before we get resupply!!!
With the Hatchetman 5S, who wants resupply when ur all out of ammo and I'm taking cockpits for lawn ornaments.
#245
Posted 13 April 2012 - 07:57 PM
I'm not a fan of unlimited ammo. Also, I think that not being able to reload would effectively punish people for participating in the battle; ammo-using mechs would effectively have a "death countdown".
At least having SOME means of resupply would encourage people to actually use ballistic wepaons, while still being able to run dry in combat would also encourage mechwarriros to pick their shots and not just hold down the trigger and "pray and spray".
#246
Posted 13 April 2012 - 08:24 PM
#247
Posted 14 April 2012 - 04:35 AM
Quote
I just have to ask. Why are you driving a Mech that has only 1 ballistic weapons that might run out of ammo? Death Countdown? What is that. A capable Mech has multiple Weapons suites and covers multiple ranges. Oh, and a competent Pilot (mostly)
This kind of mind set stems from the last of the MW games. It shows directly how screwed up they made the way players think about BT. With Full MechLabs what you ended up with was "Load me up with AC20's boys. If I run out of ammo, no worries mate. I will just suicide near an enemy!"
Here is hoping we never face that sourness again. And Yes if I get my wish many of those types of pilots of old will be pissed but we need Team players, not suicide bombers.
Edited by MaddMaxx, 14 April 2012 - 04:36 AM.
#248
Posted 14 April 2012 - 04:49 AM
If you don't like it feel free to pick lasors.
#249
Posted 14 April 2012 - 02:52 PM
#250
Posted 14 April 2012 - 05:38 PM
That's my primary concern, that battles might last too long for ammo-based weapons to be viable without resupply. If during the course of a battle you run out of ammo for weapons that aren't known for having low ammo, there's a problem with the game balance, because it will limit people to taking energy weapons for fear that they'll run out of ammo for everything later in the battle. That being said, I completely support the idea of having very limited ammo on the super long range or very powerful weapons (AC20, Gauss, LRMs), such that you have the advantage of huge DPS at the cost of sustainability in drawn-out fights. I am also completely against any form of REPAIRING during a battle, I'm just saying that ammo resupply may or may not be necessary depending on how everything in the game plays out.
It would be easy to implement resupply if there were objective-based game modes, like capture points etc, because you could have resupply points on "your" side of the map, so you could resupply at the cost of not being able to help your team fight in the battle because you're MIA to resupply. However, I believe devs mentioned that objective-based game modes would NOT be in at release, so for now I'm hoping they stick to giving weapons like the AC5 and SRMs plenty of ammo so you don't have to worry about ammo except for super-long games, so that we don't have to worry about this issue at all.
#251
Posted 14 April 2012 - 06:01 PM
Quote
Actually you really can't blame them for running out of the large ACs and gauss ammo as those will put down an enemy mech faster than picking them apart with SRMs. In fact I'd be pretty peeved if the Hunchback on my team is only toting an AC5 rather than an AC20. If you have the ability to land a heavy blow, take it! Just make sure to stuff a few extra tons of ammo on.
the only real blame that can be put on a player s not planning ahead when customizing. What's the point of adding extra armor to a hunchback if you don't add another ton of ammo? Your added survivability isn't going to help much if your main weapon system ran out of ammo.
Edited by Zervziel, 14 April 2012 - 06:08 PM.
#252
Posted 14 April 2012 - 06:23 PM
Zervziel, on 14 April 2012 - 06:01 PM, said:
Actually you really can't blame them for running out of the large ACs and gauss ammo as those will put down an enemy mech faster than picking them apart with SRMs. In fact I'd be pretty peeved if the Hunchback on my team is only toting an AC5 rather than an AC20. If you have the ability to land a heavy blow, take it! Just make sure to stuff a few extra tons of ammo on.
the only real blame that can be put on a player s not planning ahead when customizing. What's the point of adding extra armor to a hunchback if you don't add another ton of ammo? Your added survivability isn't going to help much if your main weapon system ran out of ammo.
While this is a legitimate and well-argued point, I could say just the opposite: why take an extra ton of ammo instead of armor if you'll just die before getting to use it, since you didn't take extra armor?
I just feel like you'd eat through your heavy rounds really quick at the start of a match, so if it gets drawn out, you're less likely to have some for later, while you would probably still have some ammo left for SRMs or smaller ACs just because your team has energy weapons working on killing enemies at the same time, and it takes longer to go through your ammo. IMO, you're far more likely to be facing enemies with no ammo on your big guns than on your smaller guns just because you don't use 1/16 of your ammo each shot. But like I said, that's your choice to run out of ammo that quickly, since you get the huge DPS.
Edited by boxofaids, 14 April 2012 - 06:23 PM.
#253
Posted 14 April 2012 - 06:27 PM
Chris
#254
Posted 14 April 2012 - 07:58 PM
#255
Posted 16 April 2012 - 07:03 AM
#256
Posted 16 April 2012 - 10:56 AM
Dihm, on 16 April 2012 - 07:03 AM, said:
Oh, there are, there are. They're deployed all around my team's drop zone. You can't miss them, they're brightly colored.
(Quickly places an order for neon paint and anti-mech mines...)
#257
Posted 16 April 2012 - 11:09 AM
Used right by a commander they can be a game changer and swing a battle...
That could help out ammo dependant 'mechs but forces them to pull back, stand idle for a while (next to a big pile of ammo mind) and return to a game that has probly shifted considerably.
#258
Posted 16 April 2012 - 11:11 AM
chris
#259
Posted 16 April 2012 - 11:13 AM
#260
Posted 16 April 2012 - 11:19 AM
wwiiogre, on 16 April 2012 - 11:11 AM, said:
chris
Whooops. Forgot the timeline...
Static loading gantries at a temporary HQ then...
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