Author Topic: Ammunition  (Read 2549 times)

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Offline Merle Jimmus

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Re: Ammunition
« Reply #15 on: June 29, 2009, 02:20:03 AM »
Speaking of limited ammo, will you be able to return to base/hanger to reload your ballistic weapons? That was always a sore point with MW4. When the well went dry you just waited to die.

Having to retreat to reload ammo I think is a reasonable thing. doesnt put you out of the fight permanently, but for a while.

Offline (TLL) Heretic

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Re: Ammunition
« Reply #16 on: June 29, 2009, 02:28:51 AM »
Sounds like they've thought about that Spock, from what we've been told so far you can retreat to a repair bay and get reloads and non-destroyed limbs repaired, so I'd see those bays as a major objective  8)


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Offline (TLL)Highlander

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Re: Ammunition
« Reply #17 on: June 29, 2009, 07:51:40 AM »
No FPS yet has simulated the mini-gun correctly....it's nerfed in EVERY game I can think of, crysis is no exception.


You are correct sir!
The only place they really use miniguns is on aircraft. They shoot soooo many rounds soooo fast that it would be a waste anywhere else, while on aircraft they need that high RPM to actually hit the target at their speeds. Little off topic trivia...

Hopefully miniguns will be as fast as they should be in MWLL because you need firepower in mech fight, Of course bunchs of high RPM weapons going off could cause lagg...
« Last Edit: July 04, 2009, 09:55:54 PM by (TLL)Highlander »
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Offline Lord Samurai MC

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Re: Ammunition
« Reply #18 on: June 29, 2009, 04:32:32 PM »
Speaking of limited ammo, will you be able to return to base/hanger to reload your ballistic weapons? That was always a sore point with MW4. When the well went dry you just waited to die.

Having to retreat to reload ammo I think is a reasonable thing. doesnt put you out of the fight permanently, but for a while.

Repair/resupply bays were excluded from most maps on purpose in mech4, kept the game play faster without them. Just resupply wouldn't be bad in a mission play setting though, anyway crysis mp is different so it should work out.

Offline Valkyrie Vewas

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Re: Ammunition
« Reply #19 on: June 29, 2009, 05:46:50 PM »
MG's are still most dangerous to the user, because of the huge ammounts of hurts created when MG Ammo detonates . .

Thats what case is for :P
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Offline TuRbOlAg

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Re: Ammunition
« Reply #20 on: June 30, 2009, 01:53:39 AM »
I despise games that let humans, even superhumans, hold miniguns anyways.  Just, no.
"That's like shooting yourself so the bullet will hit someone behind you..."

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Offline =CJW= Rad Hanzo

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Re: Ammunition
« Reply #21 on: June 30, 2009, 01:57:00 AM »
ah, that little minigun :)
even the governator would bend and/or break under this task...wahaha
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Offline Rolan

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Re: Ammunition
« Reply #22 on: July 04, 2009, 04:51:03 AM »
what do you think of putting different ammo types, such as HEAT, AP, explosive, Sabot... into the game to mix it up. For example: use a standard AP round to take out infantry and power armor, explosive rounds to take out buildings and areofighters, and HEAT and Sabot rounds for tanks and Mechs.

Offline daishicommando

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Re: Ammunition
« Reply #23 on: July 04, 2009, 05:03:54 AM »
I don't think that was in the BT universe ever...so it wouldn't make much sense. At least i never saw it in the book series or the PC games. I'd love to keep the classic BT universe intact in this game, since BT is one of the best out there in my opinion.

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Offline DigitalStef

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Re: Ammunition
« Reply #24 on: July 04, 2009, 05:20:04 AM »
They do have different type of missile ammo, but the only difference in ballistics is Utrla, normal, and LBX I believe.

Offline TuRbOlAg

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Re: Ammunition
« Reply #25 on: July 04, 2009, 05:51:36 AM »
Yeah that's prettymuch covered with Ultra and LBX ammo.  Need to take out infantry?  Machine guns.

Something that would be interesting but probably would never happen would be a LBX Gauss.  Severe damage (moreso than the LBX20), short range, almost no heat and lighter ammo.
"That's like shooting yourself so the bullet will hit someone behind you..."

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Offline Diablo48

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Re: Ammunition
« Reply #26 on: July 04, 2009, 06:46:38 AM »
Well, LBX ACs do have the ability to fire either slug or cluster rounds which is what makes them so good, and in the later material special ammo for regular ACs to make them suck less, but there is more ammo switching for missiles.

Yeah that's prettymuch covered with Ultra and LBX ammo.  Need to take out infantry?  Machine guns.

Something that would be interesting but probably would never happen would be a LBX Gauss.  Severe damage (moreso than the LBX20), short range, almost no heat and lighter ammo.

There is a scatter Gauss weapon, the Clan Hyper Assault Gauss Rifle (HAG) which comes in a 20, 30, and 40 pack.

Offline Lucentdragon

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Re: Ammunition
« Reply #27 on: July 04, 2009, 08:11:36 AM »
Well, LBX ACs do have the ability to fire either slug or cluster rounds which is what makes them so good, and in the later material special ammo for regular ACs to make them suck less, but there is more ammo switching for missiles.

Yeah that's prettymuch covered with Ultra and LBX ammo.  Need to take out infantry?  Machine guns.

Something that would be interesting but probably would never happen would be a LBX Gauss.  Severe damage (moreso than the LBX20), short range, almost no heat and lighter ammo.

There is a scatter Gauss weapon, the Clan Hyper Assault Gauss Rifle (HAG) which comes in a 20, 30, and 40 pack.


Shhhh,we must never speak of any of the atrocity to battletech that occurred post 3060 or there abouts.whenever it was the whole jihad/dark ages stuff started to come about.dunno,last thing i read and liked was just shortly after the IS came back from beating the clans on strana mechty.After that,things seem to go to crap real fast.

Anyways,back on topic.ammunition.I could dig having options for slugs/lbx scatter shot and different missile ammo options later on down the road....once the game is out and we are already playing it :D

Offline Redfern

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Re: Ammunition
« Reply #28 on: July 04, 2009, 09:56:05 AM »

Shhhh,we must never speak of any of the atrocity to battletech that occurred post 3060 or there abouts.whenever it was the whole jihad/dark ages stuff started to come about.dunno,last thing i read and liked was just shortly after the IS came back from beating the clans on strana mechty.After that,things seem to go to crap real fast.

Anyways,back on topic.ammunition.I could dig having options for slugs/lbx scatter shot and different missile ammo options later on down the road....once the game is out and we are already playing it :D
Seriously guys, the Jihad only happened because the successors to FASA had to meet the WizKids "MW:DA" storyline or lose Classic BattleTech altogether. It is only fitting that Dark Age has been whacked by Topps. Karma works.
Switching ammunition should be difficult as it requires an extra decision and a new mechanical process. It should take time.

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Offline =KoS=Zeus

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Re: Ammunition
« Reply #29 on: July 04, 2009, 11:08:08 PM »
There other types of autocannon ammunition, but they are utilized with entirely different guns, usually with explosive side-effects. The two that come to mind are Caseless Autocannons and Hyper-Velocity Autocannons. Both these weapons were featured in the Tactical Handbook.

Caseless increases the number of shells per ton by ~50%, but, there is a chance the weapon blows itself up when it fires as the exhaust cases detonate the next shell in the chamber. (I know, not very practical, which is a reason you don't see them very often.)

Hyper-Velocity Autocannons extend the autocannon range by anywhere from 33-50%. They are heavier than their standard autocannon counterparts, and, like caseless, they can explode when firing as the special gelled propellant causes a catastrophic detonation in the firing chamber. They also fill the area behind the mech with smoke and produce vastly more heat.


The original point of this post more closely aligns with Caseless ACs in that they have more ammunition per ton of ammo than standard battletech. Are we looking at having ammunition levels akin of MW4:Mercs, where a gauss rifle comes with 16 shots (2 tons of ammo) for only 1 extra ton, and an AC/20 is sporting 20 shots (4 tons of ammo), for only 1 ton?

Or are the CBT ammunition levels going to be balanced around them being a fraction of the cost of their energy weapon equivalents, thus making them less optimal tonnage-wise, but more cost efficient.