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Gronk311

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Definitely would be fun, but adding multiple switchable ammunition types is likely to be beyond what our dedicated modding community will be able to accomplish.

Changing ALL SRMs to do heat damage might be easy though. Just don’t count on SRMs to be your go to crit seekers.
 

Amechwarrior

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You could make a new ammo type, SRM_Inferno and only link SRM2s to it instead of regular ammo. Downside is, you would need to customize all stock mechs to use the new ammo bin. But it would give SRM2s something to be not horrible with.
 

SQW

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Yeah, it's already easy to mod in a new weapon using existing graphic asset. Since you can't switch between half-ton regular and half-ton inferno ammo anyway, just make a completely new weapon group.

I think all you need to do is copy existing SRM files, give it a new name and change the code for damage to whatever code flamers uses. Not exactly heat-over-time but in a pinch, it would work.

Probably have to increase the internal explosion damage and crit chance just for balance too.
 

Havamal

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Would love to see them.

IIRC no alt ammo system exists at this time.
(I could be wrong)
 
Last edited:

FireStoat

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With the original Mechwarrior RPG (the one with the poor Rifleman suffering an ammo explosion on the cover) I had a character with a Shadowhawk that would hand load a pair of Inferno missiles in the head SRM 2 for a couple of reasons. Multiple Inferno missiles wouldn't add to the heat on a target mech - they'd just bump up the duration to max again if fired on a subsequent turn. The other reason was the special ammo explosion rules for them for the mech's heat scale that carried them.

They were sweet. So good, in fact, it made little sense NOT to start a battle with them in a launcher with all the rest of the ammo being normal explosive rounds. I recall that our group had to houserule their heat effect to be less of a problem to a target mech unless the target was already at a +1 heat on the scale or better at the time of impact to nerf them. As for this game... I trust HBS to alter their effect stats to something more balanced. I wouldn't see a real need to make them something groovy you'd want to fill up a size 4 or 6 launcher for though. If we see them at all, they'll probably remain useful in an SRM 2 launcher.
 

HonorKnight

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Would love to see them.

IIRC no alt ammo system exists at this time.
(I could be wrong)
Ya in this recent post Tyler made clear that ammo switching was not in for launch at least
... LBX-series cannons are a buttload less interesting without ammo switching, and ammo switching would be a tall order for launch, UI wise...
 

Havamal

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Ya in this recent post Tyler made clear that ammo switching was not in for launch at least
Yeah I was familiar with that, but I worded it that way because I couldn't remember a citation for the final word on Infernos, which Could just be their own variant SRM2. I think they were confirmed out. Just don't remember where.
 

Prussian Havoc

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Infernos were found to be beyond the scope of BATTLETECH.

So hopefully Infernos will join Infantry, Terrain-destroying Fire, and Hover Vehicles if HBS decides to pursue an expansion to BATTLETECH. ; )
 

ronhatch

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In the beta, not only is there no code for switching ammo, but the code has to recognize the ammo type for it to work correctly. I tried adding in an entirely new ammo type by filling in a new name for the listed type, and it simply didn't work. IIRC the ammo bin could be defined, but the weapon wouldn't actually pull from the bin... but it's been long enough I could easily be misremembering the details.
 

44th MAC|Bonsai

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The only way I got Infernos to work in the beta was changing the weapon to deal heat damage. As there were loads of unused weapons in the files, you wouldn't even have to add a new one and register it in the versionmanifest.
It's actually irrelevant what kind of ammo you use, I used the AMS box later in the process because it was unused and I didn't want to define new ammo. But you don't have to change the ammotype at all, can just use SRM ammo as other launchers, it's just inconsequent ;D

I might add Infernos to the final game, too, but have to rethink balancing.
 

Deaghaidh

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My thinking would be to have a DLC adding specialized ammo types while also some new way that you can bring infantry/vehicle/air support.

In other games I never used the heat-boosting weapons like flamers and inferno. I can see on paper why they'd be useful, but it seemed better to me to bring something that directly hurts the enemy. I mean what if the mechs you are fighting don't run particularly hot?
 

Hawk.eye

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My thinking would be to have a DLC adding specialized ammo types while also some new way that you can bring infantry/vehicle/air support.

In other games I never used the heat-boosting weapons like flamers and inferno. I can see on paper why they'd be useful, but it seemed better to me to bring something that directly hurts the enemy. I mean what if the mechs you are fighting don't run particularly hot?

There are _very_ few mechs in this game, that run cool (heat has been ramped up quite a bit).
So, if you bring, say, a Firestarter along, your opponent has two choices.
Don't shoot all of his weapons, often even limit himself to only shooting half his weapons (thus severely limiting the damage he can deal to you) or heat up his mechs, deal "full" damage to you and risk being shut-down by your Firestarter.

To be honest, I'd be fine with both options, actually :)