

U/ac5 Outcry?
#1
Posted 09 September 2013 - 06:00 AM
Or maybe I'm looking at it the wrong way. If people are sobbing about u/AC5's, then the PPC/Gauss de-sync obviously did its job. I just hope the official PGI response to the new weapon sobbing is a heartfelt eye-roll.
That, or "Screw it! Small lasers for everybody!!"
#2
Posted 09 September 2013 - 06:06 AM
#3
Posted 09 September 2013 - 06:11 AM
#4
Posted 09 September 2013 - 06:13 AM
#5
Posted 09 September 2013 - 06:40 AM
...actually, that mode could be fun.
#6
Posted 09 September 2013 - 06:52 AM
#7
Posted 09 September 2013 - 07:00 AM
#8
Posted 09 September 2013 - 07:29 AM
WarHippy, on 09 September 2013 - 06:52 AM, said:
I'm now picturing mechs with supersoakers.
#9
Posted 09 September 2013 - 07:35 AM
The Ghost heat change effectively killed the dual AC/20 builds. The PPC heat change and the Gauss charge was effective and it killed the dual PPC Gauss. The next seemingly stupidly effective yet easy-to-use builds seems to be lower alpha damage, but much higher sustained DPS. Dual Ultras alone manage just over 9 DPS. Add in 4 MLs and you can briefly manage up to 14 DPS. Against that kind of fire power even an Atlas will be cored through it's CT in under 10 seconds.
There's also the cockpit shake on top of it, although the ultras aren't the worst for that. The 4-6 light missile builds (Streaks & LRM5s) do that worse and can also manage a decently high DPS and have the added effect of ensuring your opponent has a rather difficult time actually figuring out where you are.
Facepalm all you want, paired uAC/5s are one of the stronger, easy to use builds and it's not uncommon to find 3-4 mechs running them in the average PUG match. That's a sign that it's the next flavour of the month.
That said, using a single uAC/5 isn't that effective and I hope whatever feature they implement doesn't hinder them, and actually I hope it improves them somewhat. I'm still hoping for the ability to have an alternate fire mode for ultras. One mode single shot, no chance of jamming. Other mode always fires two shots, one immediately after another, but can jam. Increase the cooldown time to 1.5 seconds. Also increase the time it takes to clear a jam.
#10
Posted 09 September 2013 - 07:48 AM
I have definently seen a huge influx of UAC5 machines (heck I take out my Ilya WAY more often now), but I still hesitate to call a nerf. I want to see how things go for a while before I form an opinion on it. I will say this though, it definently isn't a weak loadout.
#11
Posted 09 September 2013 - 07:49 AM
ShadowbaneX, on 09 September 2013 - 07:35 AM, said:
The Ghost heat change effectively killed the dual AC/20 builds. The PPC heat change and the Gauss charge was effective and it killed the dual PPC Gauss. The next seemingly stupidly effective yet easy-to-use builds seems to be lower alpha damage, but much higher sustained DPS. Dual Ultras alone manage just over 9 DPS. Add in 4 MLs and you can briefly manage up to 14 DPS. Against that kind of fire power even an Atlas will be cored through it's CT in under 10 seconds.
There's also the cockpit shake on top of it, although the ultras aren't the worst for that. The 4-6 light missile builds (Streaks & LRM5s) do that worse and can also manage a decently high DPS and have the added effect of ensuring your opponent has a rather difficult time actually figuring out where you are.
Facepalm all you want, paired uAC/5s are one of the stronger, easy to use builds and it's not uncommon to find 3-4 mechs running them in the average PUG match. That's a sign that it's the next flavour of the month.
That said, using a single uAC/5 isn't that effective and I hope whatever feature they implement doesn't hinder them, and actually I hope it improves them somewhat. I'm still hoping for the ability to have an alternate fire mode for ultras. One mode single shot, no chance of jamming. Other mode always fires two shots, one immediately after another, but can jam. Increase the cooldown time to 1.5 seconds. Also increase the time it takes to clear a jam.
Them being used doesn't make them flavor of the month, it just means they are the last man standing after everything else got its teeth kicked in. There will always be something at the top of effectiveness, but if you keep kicking the thing at the top to bottom you end up with an arsenal of nerf guns and people complaining that the new flavor of the month Small Lasers are too strong since after all 3-4 mechs in every pug are now using them.
#12
Posted 09 September 2013 - 07:52 AM
MeiSooHaityu, on 09 September 2013 - 07:48 AM, said:
My only supposition is that PGI wants it to be a 'role' weapon. Hard to say what role i falls into now, as it's effective for sniping, brawling, and suppression. One of my favorite pasttimes is harassing Atlai into hiding back behind their hill using a few well-placed AC5 rounds.
#13
Posted 09 September 2013 - 07:56 AM
Rhaythe, on 09 September 2013 - 07:52 AM, said:
Nailed it. The weapon covers pretty much all roles perfectly.
#14
Posted 09 September 2013 - 07:57 AM
I think this game will have balance when taking an AC10 isn't a bad idea.
#15
Posted 09 September 2013 - 07:57 AM
Rhaythe, on 09 September 2013 - 07:52 AM, said:
Good point.
I was just commenting on how the community always finds something and exploits it. If it isn't the UAC5 (do to a possible upcoming nerf), it is something else. We will always have threads about how something is overpowered. When having so many options and configs in this game, there is always the premiere build and chassis.
#16
Posted 09 September 2013 - 07:59 AM
#17
Posted 09 September 2013 - 08:05 AM
WarHippy, on 09 September 2013 - 07:49 AM, said:
AC/20s are still very effective, it's just more difficult to use two of them on one mech right now.
ER PPCs are still very effective, it's just more difficult to use two of them on one mech right now.
Gauss Rifles are still very effective, it's just difficult to pair them with PPCs right now and people are bitching about the charge up mechanic.
Ultra AC/5s are still very effective, it's just stupidly easy to put a pair of them on a heavy or an assault, load it up with 7 or 8 tons of ammo and just go strolling out on to the battlefield and hold down the trigger and rack up 700+ damage.
Those things that got their "teeth kicked in" are still very powerful and useful weapons, PGI just made it so you can't grab several of them, stick 'em on a mech and be useful in all situations and at all ranges. Your Slippery Slope Fallacy that if they change the uAC we'll all be using SLs is, well, just that, a fallacy.
Right now the uAC/5 is very strong when used in pairs. I hope PGI can come up with something that will not just tone it down a bit, so that they're not overly strong, but also find a way of making the use of a single uAC/5 viable.
#18
Posted 09 September 2013 - 08:07 AM
MeiSooHaityu, on 09 September 2013 - 07:57 AM, said:
Good point.
I was just commenting on how the community always finds something and exploits it. If it isn't the UAC5 (do to a possible upcoming nerf), it is something else. We will always have threads about how something is overpowered. When having so many options and configs in this game, there is always the premiere build and chassis.
agreed, that's like someone griping about team work being OP and needs to be nerfed. UAC/5 has always had a role of being a fire suppression weapon; being able to keep an enemy mech behind cover until it is flanked and flushed out of cover from behind or spotted for LRM barrages even with its chance of jamming.
#19
Posted 09 September 2013 - 08:13 AM
WarHippy, on 09 September 2013 - 06:06 AM, said:
Oh, I look forward to this *rolls eyes*
Heaven forbid people will be able to play the game without a dozen weapon groups, several macros, and the need to charge 1 weapon, while unjamming another, while focusing fire with a 3rd... unreal.
#20
Posted 09 September 2013 - 08:17 AM
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