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#21 Koniving

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Posted 29 June 2013 - 04:38 PM

View Postmwhighlander, on 29 June 2013 - 04:04 PM, said:


Wait what? Its max range is 270, so how can you "cut the range down" if you're proposing to increase it?

:unsure:


The maximum range is actually 3 times the optimum range. That means you can do some damage out to 810 meters.
------------------------------
ACs are actually multi-shot guns. Hence the name Auto(matic) Cannons. For example the AC/5 might shoot 5 shots at 1 damage each or another variant might do 2 shots of 2.5 damage each. The AC/20 has a number of variants, there's only two that shoot low numbers of shots. The Chemjet gun which does 2 to 3 shots, and a 203 mm one that can only fit on a specific type of Battletech Tank.

​A UAC weapon is a smaller caliber that has a special dual breech mechanism that allows it to fire even as the main breech is still reloading. If the AC/5 shoots 1 shot, then the UAC/5 should shoot 2 on the first trigger pull, and have a second 2 with a chance to jam on the second. Different variants can then have different amounts.

If we had this system we'd have a lot less concentrated damage, leaving us to wonder about PPCs. Gauss has plenty of balance with the explosive situation for them and extreme weight + low shots per ton.

My own idea is a dispersion of damage. It looks like splash, doesn't it?
Posted Image

But unlike PGI's CryEngine based splash (base damage + % of base damage spread into splash at all components hit) which can do weird things like get 18 damage total out of a single SRM, I'm thinking a better system. 10 base damage - x damage impact = splash damage to spread.

So say you hit someone CT and it splashes RT and LT. Let's say it's 6 damage at the impact sight, the splash then applies what's left evenly to the two sides, making 2 and 2. That still totals 10.

Pinpoint is now removed from all weapons except AC/2s and Gauss Rifles. Lasers become just as viable as most weapons.

#22 80sGlamRockSensation David Bowie

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Posted 29 June 2013 - 04:48 PM

Honestly, Knoving -- that for the most part is a pretty damn good idea (I think for the future).


People complaining about 30,35,40,50 point alpha strikes now are going to **** bricks when we get our grubby hands on Clan Tech. And knowing PGI, they are going to keep it ******* crazy broken OP like it is in TT...


...I'm fearing the day we get Clan anything, but still looking forward to all the new toys.

#23 FupDup

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Posted 29 June 2013 - 04:53 PM

View Postmwhighlander, on 29 June 2013 - 04:48 PM, said:

Honestly, Knoving -- that for the most part is a pretty damn good idea (I think for the future).


People complaining about 30,35,40,50 point alpha strikes now are going to **** bricks when we get our grubby hands on Clan Tech. And knowing PGI, they are going to keep it ******* crazy broken OP like it is in TT...


...I'm fearing the day we get Clan anything, but still looking forward to all the new toys.

Not to go too-far off topic in the Clans, but there is actually one positive aspect to them. Their lightweight weapons dramatically reduce the difference of mediums/lights compared to heavies/assaults in terms of firepower. Clan Heavies/assaults are still way stronger, but not by nearly as large of a degree because you can actually mount decent weapons with the little tonnage you have on Clan mediums and lights (for the Inner Sphere, only heavies and assaults can do that).

#24 Sephlock

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Posted 29 June 2013 - 04:53 PM

View Postmwhighlander, on 29 June 2013 - 04:48 PM, said:

Honestly, Knoving -- that for the most part is a pretty damn good idea (I think for the future).


People complaining about 30,35,40,50 point alpha strikes now are going to **** bricks when we get our grubby hands on Clan Tech. And knowing PGI, they are going to keep it ******* crazy broken OP like it is in TT...


...I'm fearing the day we get Clan anything, but still looking forward to all the new toys.
More likely it'll all get super nerfed within 24 hours.

#25 80sGlamRockSensation David Bowie

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Posted 29 June 2013 - 05:09 PM

View PostSephlock, on 29 June 2013 - 04:53 PM, said:

More likely it'll all get super nerfed within 24 hours.


We can only pray Clan Tech gets one Hell of a beating with the nerf bat.

#26 Sephlock

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Posted 29 June 2013 - 05:22 PM

View Postmwhighlander, on 29 June 2013 - 05:09 PM, said:


We can only pray Clan Tech gets one Hell of a beating with the nerf bat.

If by "we" you mean "the people who hate fun", sure.l

#27 LordBraxton

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Posted 29 June 2013 - 05:24 PM

View PostPanchoTortilla, on 29 June 2013 - 02:38 PM, said:

They should probably rework the way extended ranges work for ballistics.

It's screwed up when the AC/20 at 540m does more than damage than the AC/10 does. There's no reason at all for the AC/10 to exist since the 20 has usurped its role as a medium range AC, as well as being the powerhouse brawling weapon.


this

AC/20s were mega short ranged on table top

this was their balancing factor

#28 FupDup

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Posted 29 June 2013 - 05:29 PM

View PostSephlock, on 29 June 2013 - 05:22 PM, said:

If by "we" you mean "the people who hate fun", sure.l

This is what raw, unadulterated Clan power looked like in TT:Posted Image
Characteristics:
*60-point alpha-strike
*Same heat per alpha as a 4 ERPPC Stalker (but 50% more damage)
*30 DHS (in TT, this lets the mech alpha nonstop for a long time before getting too hot)
*Just a hair less armor than an Atlas (0.5 tons less)
*64 kph speed (same speed as 4 ERPPC Stalker or faster?)


Although the Hellstar is one of my favorite mechs, anything wielding its loadout would break the game in half (the Hellstar is Dark Age but the tech needed to make it exists well before the Clan invasion, so it can be replicated). This thing would make even the most grizzled, war-hardened 4 ERPPC Stalkers cry tears of blood at how broken it is. Is that really so fun?

Edited by FupDup, 29 June 2013 - 05:30 PM.


#29 Sephlock

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Posted 29 June 2013 - 05:35 PM

http://www.sarna.net/wiki/Hellstar

So its a stronger PPC Stalker that will be gimped given the upcoming heat changes (not to mention the current heat system in MW:O)?

All we need is this.

:unsure:?

Edited by Sephlock, 29 June 2013 - 05:39 PM.


#30 FupDup

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Posted 29 June 2013 - 05:36 PM

View PostSephlock, on 29 June 2013 - 05:35 PM, said:

http://www.sarna.net/wiki/Hellstar

Armament
4 x ER PPCs

--

60 damage?

Each Clan ERPPC does 15 damage for the same heat as an Inner Sphere ERPPC (also weighs 6 tons and takes up 2 slots). 15 x 4 = 60.

Edited by FupDup, 29 June 2013 - 05:36 PM.


#31 Corvus Antaka

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Posted 29 June 2013 - 05:40 PM

View PostAvengar, on 26 June 2013 - 08:52 PM, said:

cut the range down to max 300 and increase cooldown


i agree, i just spent 2 weeks running hunchies, scouts & centurions/quickdraws. looking at about a 1.5-2.5 KDR.

switched to my dual ac20 jagger.

5 wins straight. shoot assaults 3 times, they die. plenty of heat room to shoot more stuff. died twice. killed 15 mechs.

ac/20 needs a max range of 270, ac10 450, ac5, 750, ac 2, 1450. it is ridiculous how hard 2 ac20 hit even at 800 meters.

absolute joke how easy it is to kill stuff with these big alpha mechs with no drawbacks. i admit, it is fun to smack everything down, but it wears off fast.

Edited by Colonel Pada Vinson, 29 June 2013 - 05:40 PM.


#32 80sGlamRockSensation David Bowie

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Posted 29 June 2013 - 05:46 PM

View PostSephlock, on 29 June 2013 - 05:35 PM, said:

http://www.sarna.net/wiki/Hellstar

So its a stronger PPC Stalker that will be gimped given the upcoming heat changes (not to mention the current heat system in MW:O)?

All we need is this.

:unsure:?


I see your laser reflective armor and raise you...

The PPC Blue Shield

sarna.net said:

In 3051, the Federated Commonwealth started development of the Blue Shield Particle Field Damper, a defensive system that would reduce damage from PPCs.


#33 FupDup

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Posted 29 June 2013 - 05:51 PM

View PostSephlock, on 29 June 2013 - 05:35 PM, said:

http://www.sarna.net/wiki/Hellstar

So its a stronger PPC Stalker that will be gimped given the upcoming heat changes (not to mention the current heat system in MW:O)?

All we need is this.

:unsure:?

PGI's boating nerf is aimed at letting stock mechs keep their loadouts. For instance, the PPC limit is set to 3 purely because of the Awesome. Likewise, the ML limit is set to 6 because of the 4P's Hunch (even though the best tactic is to alpha all 9 ML at once, but that's besides the point).

When the Clan invasion hits, a very likely mech to make an appearance is the Warhawk/Massakari, which comes stock with 4 ERPPC (and an LRM10). Therefore, if PGI sticks to their own logic (they have failed at this numerous times I must admit though), the Clan ERPPC limit would be different from the Inner Sphere ER PPC limit.


Even if the factions do happen to share the same limit, you can just split the alpha into two groups of 30. Two alphas of 30 each is still pretty devastating even with a 0.5 second delay. Assuming the current meta stays intact by the time of the invasion, Warhawks and/or Dire Wolves (hell, maybe even Turkinas) jury-rigged into "Ghetto Hellstars" will rise to take the throne.

Edited by FupDup, 29 June 2013 - 06:08 PM.


#34 Ph30nix

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Posted 29 June 2013 - 05:51 PM

View PostAvengar, on 26 June 2013 - 08:52 PM, said:

cut the range down to max 300 and increase cooldown

Your assuming that players will be able to stay out or range of it at 300 when they can't even be bothered to TRY to stay out of range of it now?

lets face it the whiners in this game will not be happy until there is only ONE weapon left in the game and they are the only one allowed to use it. (this is against QQ in general not specificaly you) I personaly believe 60% of the problem in this game is the player base the other 40% is the lack of any tonnage or mech restrictions in Match maker.

#35 StalaggtIKE

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Posted 29 June 2013 - 05:53 PM

View PostLauLiao, on 29 June 2013 - 02:31 PM, said:

I don't think the problem is AC/20s, it's 65 ton mechs being able to field 2 of the things.

Precisely.

#36 StalaggtIKE

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Posted 29 June 2013 - 05:58 PM

View PostColonel Pada Vinson, on 29 June 2013 - 05:40 PM, said:


i agree, i just spent 2 weeks running hunchies, scouts & centurions/quickdraws. looking at about a 1.5-2.5 KDR.

switched to my dual ac20 jagger.

5 wins straight. shoot assaults 3 times, they die. plenty of heat room to shoot more stuff. died twice. killed 15 mechs.

ac/20 needs a max range of 270, ac10 450, ac5, 750, ac 2, 1450. it is ridiculous how hard 2 ac20 hit even at 800 meters.

absolute joke how easy it is to kill stuff with these big alpha mechs with no drawbacks. i admit, it is fun to smack everything down, but it wears off fast.

The problem is nothing except for a King Crab should be carrying dual AC20.

#37 80sGlamRockSensation David Bowie

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Posted 29 June 2013 - 06:08 PM

View PostStalaggtIKE, on 29 June 2013 - 05:58 PM, said:

The problem is nothing except for a King Crab should be carrying dual AC20.



What about the Fafnir?

#38 El Bandito

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Posted 29 June 2013 - 06:09 PM

View PostAvengar, on 26 June 2013 - 08:52 PM, said:

cut the range down to max 300 and increase cooldown


Instead, PGI can just implement hard-point restrictions.

#39 FupDup

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Posted 29 June 2013 - 06:10 PM

View Postmwhighlander, on 29 June 2013 - 06:08 PM, said:

What about the Fafnir?

Dual Heavy Gauss.

Edited by FupDup, 29 June 2013 - 06:10 PM.


#40 El Bandito

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Posted 29 June 2013 - 06:10 PM

View Postmwhighlander, on 29 June 2013 - 06:08 PM, said:

What about the Fafnir?


Fafnir is at least 10 years away. Besides, PGI can simply choose NOT to include pure cheese mechs in game, such as the Annihilator. There are plenty of other mechs to go around.

Edited by El Bandito, 29 June 2013 - 06:12 PM.






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