Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Ballistic and Missile weapons yeild more range and, from what I understand, less heat - but of course require ammunition.
When you fit your mech, you can add more ammo or remove ammo.
Remember, heatsinks in the legs cool more when in water which is very useful at times.
No, really. The answer to your question is "yes of course". And while the game has faults in explaining some game mechanics, ballistic-weapons-needing-ammunition is very clearly explained, considering that every mech that has an autocannon also has a slot for "AC/X Ammo", and hovering the mouse over any "ammo" lists how many rounds/missiles come in each "slot" of ammo.
The fact that ACs generate not heat but use Ammo balances the fact that Lasers use no ammo but generate heat.
PPC and med lasers are good. then use AC and LRMs.
Oh yes, ignore MGs, they seem useless as well.
What? PPCs are bad (terrible unless you're running the improved versions) and the Large Laser is atrocious. No, ACs, missiles and MLAS are what you want.
Ballistic weapons, however, do consume ammunition .... but the guns and launchers are cheaper to buy, cheaper to maintain, and you can find some version of them just about anywhere humans have ever lived.
Just be glad ammunition is sufficiently standardized that the AC/5 ammunition you salvaged from that Capellan Confederation lance, can be used by your Steiner or Kurita built AC/5's ... :D
Now get it, it was just arguing for the global management, ok ok. For the balances I'll see.
BUT ... one ton of LRM ammunition is 100 missiles. If all you've got is a single LRM5, that's twenty shots. :)
I have yet to need more than 1 ton of missiles, even for mechs that are relative missile boats (three SRM4s, for example).
The components dropped are the bins for the ammo, and the ammo itself is assumed to be a part of upkeep.
Allocating tonnage/critical slots to ammo is still very much a design of the game and part of the balance. If you want more ammo, just add more. Of course, you run the risk of ammo explosions if that part is hit/lost.
Serious LRM boats want at least 4 tons of ammo, but then we're talking mechs that can fire 60 or more per salvo.
Or, as I've seen time and again when playing MechWarrior RPG (the tabletop pen-and-pencil game, not the PC game): negotiating salvage rights for _ammunition_ especially, as part of the contract the unit undertakes.
for the global unlimited ammo, i would love to see a feature (optional rule?^^) to be forced to buy different ammo, prefered having to watch for different kinds of AC/5 (and so on) ammo that's out there, as stated by GM Pax, not every AC/5 is the same. (if i remember correctly, every AC that deals "5 damage a turn" is called an AC/5, no matter if it is a single heavy bullet or if it's some kind of huge automatic rifle that shoots 20 bullets each time to deal '5 damage')
and to be honest, i would love to see that added to the game, that you now only have to worry about the ammo during the mission, but maybe even be forced to exchange your cool AC/10+++ for a stock one because you can't get the right ammo in the area you are in. (yes, i'm a freak, but i want it to be an optional rule at most, don't want to force this crazy shi* on anyone else^^)