With weapons that fill long, medium and close range roles, correcting this set of guns would be an incredible first step to helping balance greatly.
My proposed buffs to AC have tried to focus less on damage, and more on the other things I think dragging ACs down. Here's my brief thoughts on each - remember, if you have ideas too, that's what this thread is for!
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AC/2 -50% heat reduction. The AC/2 is an almost reasonable long range weapon despite it's "stay on target" style of play, primarily because it is flexible and offers a decent ROF. However, they are way too hot to use effectively on the 'mechs that could otherwise use them, rendering them massively inferior to the alternatives like the Gauss Rifle.
Note, if your experience with AC/2s includes the macro boats, I feel the need to stress that these things are terrible. they do very little damage, but the shake and noise makes it feel like you're being clobbered. If you ignore that and focus on moving around between shots, you'll utterly obliterate them.
AC/5 - 40% heat reduction and a velocity increase to 1800 from 1300. There are two reasons the AC/5 isn't a viable weapon in the game right now, and the first is heat - it runs just as hot as the AC/2, making it really tough to operate consistently. Second, the reason the AC/5 feels worse than the AC/2 despite all the buffs they've done is velocity. It's rounds move at a horrid 1300, compared to the AC/2's that move at 2000. This means the AC/5 is going to be a far harder weapon to hit with, even within it's own optimal range, and leaving it inferior to PPCs.
UAC/5 - I think the heat shouldn't be touched on the UAC/5, but increasing it's velocity to 1800 would again make the weapon far easier to hit with, and be the nudge it needs to go from "2nd tier" to "1st tier." It's a gun that's ALMOST really good, but just feels inferior, and I think that's a big chunk as to why.
AC/10 - The AC/10 is right now the AC most in limbo. It's not long range enough to be useful at midrange, it's projectile speed is terrible for sniping, and it's not more damaging than Gauss/PPC up close. My solution is not to buff the damage, but rather, increase the ROF by almost a third. Making this weapon recycle rapidly (and thus increasing it's DPS) would make it an exceptional brawling weapon, with enough drawbacks (heat, ammo) to keep it from being abused.
All that said, I would propose bringing the velocity up to at least 1300, as it is as a horrible 1100 right now - neutering the weapon not just in it's ability to hit, but it's ability to have synergy with other weapons.
LBX/10 - I recommend the same ROF buff, but the bottom line is, the "cone" of shots will never be really more useful, the way things are, than the single punch shot. Likewise, lots of CBT fans are saddened that the LBX/10 doesn't really feel usable at longer ranges than the AC/10.. again, due to the slow velocity. Thus in addition to the ROF buff, I propose LBX/10 projectiles get moved to 1800-2000 for velocity. This will give them a further "falloff" and make them far easier to hit with - perfectly in keeping with the spirit of LBX - while at the same time still having the scattered damage trade-off. It seems like a much more viable niche than focusing on the crits.
AC/20 - This one I KNOW is going to catch some heated debate, largely because tons of pug games feature at least a couple people in 2xAC/20 K2 or Jagger. The reason I am suggesting increasing it's velocity anyway is because it is only viable on twin-AC20 'mechs and those 'mechs are very, very easy to kill due to the weight taken by the AC/20s.
However, people wanting to run a SINGLE AC/20 are vastly underpowered. Again, a lot of this has to do with simple projectile velocity - you're going to have an easier time hitting the exact spot you want with an ER PPC going at 2000, when the AC/20 only goes 900. Again, this makes the AC/20 not synergize with other weapons well - as it's velocity isn't close enough to them to work in concert properly - meaning the only way to really use AC/20s well is to mount two (and synergize them with each other as they travel at the same speed).
I believe bringing the velocity up will make single AC/20 builds, backed by other weapons such as instant-hit lasers, drastically more useful without touching the weapon's other stats and offering a minimal bonus to 2x AC/20 'mechs (slightly easier to aim, sure, but they can't mount backup weapons to blend with them).
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And there you have it. I think damage on the ACs isn't the problem, and the most obvious solution is for people to call for more damage - and PGI is going that route in response. But it's not working. The serious problems are their DPS via ROF (not per-shot, which would turn them into midrange snipers instead of brawlers), their velocity in many cases and with the light ACs, their scorching levels of heat.
There are other weapons that need help too, but if we were to focus on Autocannons for a patch... I would totally dig that. We need better ACs!
Edited by Victor Morson, 30 June 2013 - 10:27 PM.