

A viable AC/2?
#1
Posted 03 June 2012 - 12:16 AM
With minimum range, ridiculous weight to damage ratio, and very few maps ever allowing 24 unimpeded 'hexes' I just couldn't find a way to make this weapon useful. To me an LRM 5 (or three of them) is a much better way to go - indirect fire alone makes them more useful.
In your opinion, how could MWO make the AC/2 weapon useful, or do you think that's going to be the least/never used option in the 'Mech Lab?
#2
Posted 03 June 2012 - 12:24 AM
#3
Posted 03 June 2012 - 12:37 AM
once the armor is opened up a rapid fire weapon like the ac 2 is a crit hit machine for setting off ammo and breaking stuff.
#4
Posted 03 June 2012 - 12:43 AM
#5
Posted 03 June 2012 - 12:43 AM
As for MW:O, on a fast enough chassis, I could actually see it working pretty well on flankers. Even an AC/2 to the rear armor is going to hurt, it's got the range you may be able to avoid detection and rely on spotting assistance for targeting.
Ohhhh.....the -3M Cicada may have just become my new best friend if I can get two Autocannons on it.
Edited by trycksh0t, 03 June 2012 - 12:48 AM.
#6
Posted 03 June 2012 - 12:44 AM
I’m just saying you can stay completely off the radar (literally and visually) at long distances and scrape paint for longer periods of time.
They aren’t countered by AMS.
Other than that... no clue.
If the game gives them low velocity/lag time for impact they are just rubbish.
If you can easily hit a heavy or assault at extreme ranges (I don’t think anything out ranges AC2 in the current tech tree right?) then they have a role.
But yes. They are crap.
We’ll see with ammo, recycle time, accuracy/velocity, and so forth
Edited by El Death Smurf, 03 June 2012 - 12:48 AM.
#7
Posted 03 June 2012 - 12:47 AM
Jordan Kell, on 03 June 2012 - 12:43 AM, said:
Used to use the pike tank alot, teamed with partisans. that had 3 ac 2 s as main armament!
#8
Posted 03 June 2012 - 12:50 AM
trycksh0t, on 03 June 2012 - 12:43 AM, said:
As for MW:O, on a fast enough chassis, I could actually see it working pretty well on flankers. Even an AC/2 to the rear armor is going to hurt, it's got the range you may be able to avoid detection and rely on spotting assistance for targeting.
Ohhhh.....the -3M Cicada may have just become my new best friend if I can get two Autocannons on it.
ild go with a single ultra ac 5 on the cicada since it has a hard point that can mount it. fast, decently armored, and really good long range plinker for ninja backstabs. by the time you free up the tonnage for 2 ac 2s you wouldnt have much armor speed or ammo weight even with endosteel ff and an xl engine for tonnage.
#9
Posted 03 June 2012 - 12:56 AM
LordDeathStrike, on 03 June 2012 - 12:50 AM, said:
Yep, had to go endo, ff, and XL to fit it. A measly 4.5 tons of armor, but I don't plan on really needing it. Movement is 8/12, same as before, so pretty frelling quick. Twin AC/2s with a ton of ammunition each, and a medium laser. I'm looking at battlefield longevity, the Ultra 5 is, most likely, going to eat through ammo. With a pair of ACs carrying 45 rounds each, I can (hopefully) stay out there and punch things in the back of the head a lot longer. Plus an extra 120m range doesn't hurt.
#10
Posted 03 June 2012 - 01:02 AM
#11
Posted 03 June 2012 - 01:03 AM
Maybe similar to the Clan invasion we'll be seeing supporting tank/infantry fighting alongside each house, making all of the lighter weapons much more relevant. I'd love to have NPC-controlled infantry and vehicles fighting beside (and against) me, would add a ton of variety and depth.
#12
Posted 03 June 2012 - 01:34 AM
In a Combined Arms combat it may have some surprising usability.
#13
Posted 03 June 2012 - 01:40 AM
#14
Posted 03 June 2012 - 01:54 AM
something like this give the ammo shots per ton, will make the ac 2 viable as a long range softening up weapon and a internal structure crit hammer for people that lose armor and run away, but not fast enough to get out of ac2 range.
#15
Posted 03 June 2012 - 01:56 AM
I think if my force has mechs that mount AC2s, and yours doesn't, then that just might give me another way to potentially lure ill-disciplined elements of your force away from your main body, isolate them, and destroy them piecemeal.
#16
Posted 03 June 2012 - 02:00 AM
Hawks, on 03 June 2012 - 01:56 AM, said:
I think if my force has mechs that mount AC2s, and yours doesn't, then that just might give me another way to potentially lure ill-disciplined elements of your force away from your main body, isolate them, and destroy them piecemeal.
Excellent way of looking at it. A constant pinging may not take off much armor, but it's sure as heck gonna get your opponent mad. Anger leads to the Dark Side....
#17
Posted 03 June 2012 - 02:02 AM
LordDeathStrike, on 03 June 2012 - 12:37 AM, said:
once the armor is opened up a rapid fire weapon like the ac 2 is a crit hit machine for setting off ammo and breaking stuff.
At best the Ultra AC/2
But you will never actually kill anything
#18
Posted 03 June 2012 - 02:22 AM
Take a Squad Warrior with you... let them start into very HIGH ... and then... the constant pinging will shred lots of Mechs into pieces... you only have to keep them out of the range of the Big Boys...
#19
Posted 03 June 2012 - 02:48 AM
That being said, I'm going to amuse myself at some point with an AC/2 replacing the MG's and one ML on the Catapult-K2 chassis, and large lasers for the PPC's for the arms. I figure the plinkplinkplink ought to mess with some people's minds nicely, and LL/LL/ML is quite enough close in firepower to get people shot up regardless.
#20
Posted 03 June 2012 - 03:01 AM
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