Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Shalashashka!
Forums | Chat | News | Contact Us | Register | PSU Social |
2011-02-22, 11:44 AM | [Ignore Me] #16 | |||
Lieutenant General
|
I never said it was good against tanks. It could scare away mossies at best. |
|||
|
2011-02-22, 05:07 PM | [Ignore Me] #18 | ||
Lieutenant General
|
Good job, we should base everything around stationary targets. I'm assuming against a target that could pop pshield / medikit / nc max shield / dodge part of your shots. Against moving maxes it generally takes 3/4th of a clip, no idea against stationary, AFK targets.
Last edited by Bags; 2011-02-22 at 05:10 PM. |
||
|
2011-02-22, 09:46 PM | [Ignore Me] #20 | ||
First Lieutenant
|
Actually, AP MCG's chew up maxes rather well, the times i havent had the AV cert i keep a second AP filled MCG for my dual MCG set ups, i havent ran all the damage numbers lately but wouldnt doubt if up close you could do more damage with an mcg than a striker vs a max in the same time span. AP ammo does double damage versus maxes which is really all that it was meant to be used on. Never meant for vehicles. If you are shooting bullets at a tank or somethin and expecting it to do much you are in trouble. Not even av weapons do a ton to vechicles and they are designed specifically for that.
And yeah it takes a second to switch ammo types (unless you are vs then its instant and doesn need different ammo on the pulsar and just given for free to the normal damage on the lasher (but at slightly reduced damage), but that is intentional. It means you have to make a choice. Vs get it for free as the benefit because they lose out in other areas, the lasher does a little less versus maxes but doesnt need to switch ammo types (very cool imo), The pulsar does less damage per second than the other MA weaps (not by much tho), so it gets a decent clip and the nice AP mode. Makin you have to choose is nice. Doesnt happen alot so it works out very well. It also allows you to do some solid damage to armor but still remains weaker than the options with AV as it should. In short, its there to let you have somethin to fight maxes with if you dont have the AV cert that does well but not as good as AV. The ammo switchin is to obvioulsy keep the role for AV and to add choices in the game which in the end are fun, keeping the variety is key to the fun of PS. |
||
|
2011-02-23, 12:09 AM | [Ignore Me] #21 | |||
Corporal
|
Well put - I would have to agree. I'd still like to see empire specific rounds tho so if someone picks up a cycler or gauss they can't automatically have the ammo for it... lol
__________________
|
|||
|
2011-02-23, 12:11 AM | [Ignore Me] #22 | ||
Sergeant Major
|
The way AP mode is Currently is DUMB, For what reason is it called ARMOR PIERCING? if it doesn't do mild health damage per shot?
Different Ammo would do Different Levels of Health Damage along with the Large ammo damage. for instance Pulsar AP mode would be decent for people in Agil armor while AP mode on HA would be good for fighting Rexo suits. and we already have AV weapons, but if you lit up any of those AP ammos/firing modes it would pierce the vehicles armor and damage the players armor if the players armor = 0 Health damage is applyed |
||
|
2011-04-03, 05:48 AM | [Ignore Me] #23 | ||
First Sergeant
|
I was about to start a thread about this then the nice forum thing gave me the similar thread pop-up, so here I am.
I remember when I first played this game , and I deduced ( incorrectly ofc) that logic made me believe that everyone except infiltrators was wearing 'Armour' , therefore it made sense to use AP ammo since it was 'Armour Piercing'. I was going to ask someone with actual Military experience if this was indeed how it should work? I believed that normal ammo 'squashed' on impact with flesh, therefore doing a lot of contact damage by damaging organs and bone upon impact with said body. Its like instant critical trauma to flesh . Armour Piercing ammo , as I understand it , has a much harder point therefore allowing it the possibility of penetrating said armour . Maybe not do as much 'squashing' and actual damage overall , but still get into the flesh and weaken them to the point where it hurts or may stun them. From this deduction , I find it bemusing that if I shoot someone in armour , say a max that the ammo sort of steadily removes the amour . A bit like stripping paint from a wall. It's like the magic bullet theory , my ammo systematically finds every bit of ammo from a body , removes it and then and only then it attacks flesh . Surely AP ammo should be like a sliding scale eg Agile armor 30% armour 70% HP damage ( for each bullet ) Rexo armour 50% armour 50% HP AI Max 80% armour 20% HP AA Max 95% armour 5%HP AV Max 95% armour 5% HP Just random figures, but I hope you get the jist of what I mean. So if white ammo hits a standard for 10HP per bullet , hitting a raxo with AP ammo would do 5HP damage and remove 10 armour. I suggested that AV/ AA have more armor than an AI max , or maybe a hard point system like that Vindicator guy posts. My ultimate point is that if AP ammo had a sliding scale , it could rule out the need for white ammo altogether and maybe make Maxes a little less of an irritation indoors , and sustained fire from 2 or 3 grunts take them down pretty fast . Maxes outdoors it would be more effective to carry AV weapons since they have much more armour. |
||
|
2011-04-03, 07:48 AM | [Ignore Me] #24 | ||
Major
|
The confusion behind the Armour Piercing vs Standard ammo is that it was badly named.
Anti-Material - tooltip: "Anti-Material rounds. Used to destroy light turrets, vehicles and MAXs" Anti-Personel - tooltip: "Anti-Personel rounds. Effective against infantry." The wonders of modern games... |
||
|
2011-04-04, 12:15 PM | [Ignore Me] #26 | |||
Private
|
I also agree on AP ammo. It's a simple feature. It's a pain in the butt that provides a small edge to the prepared player. There should be more things like this, not less. But really it's small enough that I don't care either way. |
|||
|
2011-04-04, 01:04 PM | [Ignore Me] #27 | |||
Colonel
|
And there is really no call for making AP vs AM rounds, since something that can make it through body armor will royally mess a person up, as is normal with bullets. And it will have no issues messing them up sans body armor. Bodies are pretty frail. I do think that alternate ammos for weapons wouldn't be a bad idea, but I would approach it more from a useability or functionality standpoint. A harder hitting round that also cranks up the cof and recoil, or has a reduced clip size. That sort of thing. |
|||
|
2011-04-05, 12:48 AM | [Ignore Me] #28 | |||
Hollow points and very small exploding projectiles are banned by international law, for instance (yeah, not Armour-piercing ammunition, just an illustration). Flechette rounds have been explored as well for infantry rifles, they've got all sorts of stuff better and worse than traditional bullets. There are VASTLY different wound patterns and survivability between a hollow point and an FMJ type round. Lots of things you can do with a bullet to make it go though body or other armors (which most would call "armor piercing") or do more tissue damage. It's often a trade-off between the two.
__________________
All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. Last edited by Rbstr; 2011-04-05 at 03:30 PM. |
||||
|
2011-04-05, 01:03 AM | [Ignore Me] #29 | ||
Private
|
I for one enjoyed using AP ammo in my Jackhammer against maxes. Usually had a box of it in my pilot inventory in case some AA max decided to give me trouble. So I'd be happy if it stayed in the game as it is in PS. But like most other people in here, I wouldnt really care if it doesn't make it into the next game.
__________________
|
||
|
2011-04-12, 10:14 PM | [Ignore Me] #30 | |||
Private
|
|
|||
|
|
Bookmarks |
|
|