Ac20 Too Good And Too Wide Spread
#1
Posted 26 November 2013 - 10:58 AM
Because in my book the ac20 is by far the best weapon in the game causing it to be too wide spread on the battlefield. (Just try a lance of full of dual ac20 mechs, giving 8 ac20 to see what it can do...)
2 of those beasts can cripple any mechs way too easily under 300m, better then anything else.
At 540m it's still do 10 dmg, the same as an ac10 at long range...It's way to good, for a short range weapon.(forget the «canon law» and think fun here.)
My remedy :
Ac20 : Long range at 180 m for 20 dmg and max range at 540m , add 1 shot by ammo /t so 8 instead of 7.
Now the ac10 have more usefulness and the game is more fun.
#2
Posted 26 November 2013 - 11:01 AM
AC20 was the most powerful weapon on TT too.
#3
Posted 26 November 2013 - 11:01 AM
#4
Posted 26 November 2013 - 11:05 AM
I dont think anything else needs to be done to this gun, especially with its standard range, its already short enough that most mechs can just walk OOR of its full damage. Its ammo is woefully tonnage intensive and its heat is already the highest of any cannon type weapon.
I wont get into this again since there are numerous (dual ac20 is OP) threads but its squarely not OP IMO.
The only thing in my mind that is debatable is the fall off distance for damage, doing 10 damage at 540 m is pretty good, though if your taking shots at that range your damage will be low and you will be out of ammo in a flash (so as to it replacing AC10 usefulness, I dont see it unless you carry 10t of ammo)
#5
Posted 26 November 2013 - 11:06 AM
I'm just asking.
Edited by Mystere, 26 November 2013 - 11:06 AM.
#6
Posted 26 November 2013 - 11:06 AM
#7
Posted 26 November 2013 - 11:06 AM
VoltarDark, on 26 November 2013 - 10:58 AM, said:
Because in my book the ac20 is by far the best weapon in the game causing it to be too wide spread on the battlefield. (Just try a lance of full of dual ac20 mechs, giving 8 ac20 to see what it can do...)
2 of those beasts can cripple any mechs way too easily under 300m, better then anything else.
At 540m it's still do 10 dmg, the same as an ac10 at long range...It's way to good, for a short range weapon.(forget the «canon law» and think fun here.)
My remedy :
Ac20 : Long range at 180 m for 20 dmg and max range at 540m , add 1 shot by ammo /t so 8 instead of 7.
Now the ac10 have more usefulness and the game is more fun.
Except that hypothetical lance? is going to get rolled by ANY team that has ANY clue as to what they're doing.
Stay outside of 300m when you see them?
My remedy is to keep it for what it is. Big boombad damage at short range
I'm glad somebody finally got ther nerve to post on this btw
#8
Posted 26 November 2013 - 11:10 AM
FupDup, on 26 November 2013 - 11:01 AM, said:
Trauglodyte, on 26 November 2013 - 11:06 AM, said:
These are good logical ideas.
2 AC20 hurt as much as a single AC20 on TT. Break up convergence, and all the bellyaching will go away!
#9
Posted 26 November 2013 - 11:10 AM
#10
Posted 26 November 2013 - 11:11 AM
#11
Posted 26 November 2013 - 11:16 AM
Check your profile to see how you fare with your dual ac20 mechs versus all other mechs you own and you should understand my point.
Equal success for all weapons !!!
#12
Posted 26 November 2013 - 11:28 AM
VoltarDark, on 26 November 2013 - 11:16 AM, said:
Check your profile to see how you fare with your dual ac20 mechs versus all other mechs you own and you should understand my point.
Equal success for all weapons !!!
Also just imaging the whine as you get hammered by AC20 rounds every 1.5 seconds (the slowest RoF for ACs) and all the screen shake that would come with that stream of depleted uranium!
#13
Posted 26 November 2013 - 11:38 AM
#14
Posted 26 November 2013 - 11:41 AM
Nubsternator, on 26 November 2013 - 11:10 AM, said:
You can't stay further than 500 meters away? That's typically the distance I'm at when in a furball.
#15
Posted 26 November 2013 - 12:17 PM
*BBRRRRRTTT* 4 rounds fire - 5 damage each for the AC20
would solve a lot of problems,and be more fun than just lobbing one big slow *** round.That's just me tho.
ammo of course would be 1 trigger pull = 1 ammo count deducted (not 4 in the case of the ac20)
Edited by Alexandrix, 26 November 2013 - 12:20 PM.
#16
Posted 26 November 2013 - 12:23 PM
VoltarDark, on 26 November 2013 - 10:58 AM, said:
I drive a Boom Jager every now and then for fun and I can attest to the fact that it's not the almighty easy button "press the trigger for the win" machine some think it is. Staying alive is a huge concern - the Boom Jager is squishy and needs to be piloted VERY carefully. You need to work in fairly close to lay down the pain, and that requires planning to keep from getting killed. Alpha strikes generate LOTS of heat that requires cooldown. You're not carrying a bazzillion rounds of ammo, so you need to pick your shots carefully. If you get singled out from the mechs you're supporting and focus fired, you don't have the armor to brawl and you will go down quickly.
Want to counter a Boom Jager? It's easy. Stay outside of 300 meters, keep moving, and hammer those side torsos - chances are there's a XL engine in there just waiting for the chance to explode. Bring a friend or two to help you do this for faster results.
The AC40 build can be high reward, but the risks are commensurately high. They really are Glass Cannons.
#17
Posted 26 November 2013 - 12:24 PM
The advantages the AC/10 has are improved rate of fire, higher ballistic speed, lower weight, more ammo, lower heat, and increased range at which it can do full damage. Yes, the AC/10 probably needs a bit more love to bring it in line overall, but can you honestly say that the AC/20 is more ubiquitous than the AC/2, AC/5 or the UAC/5? I'm willing to bet it's not. I'd also be willing to bet the damage per match per weapon is heavily in favor of the AC/5 and UAC/5.
Is the AC/20 a great close-in weapon? Sure. It should be. Is it a great long range weapon? No.
Edited by Gallowglas, 26 November 2013 - 12:34 PM.
#18
Posted 26 November 2013 - 12:30 PM
Trauglodyte, on 26 November 2013 - 11:38 AM, said:
I think you're probably comparing apples and oranges. The better number would be to compare damage per weapon per match. Sure, you can compare weapon damage per second at optimal range, but how much of the match is spent outside the AC/20 optimum range? A lot, I'd wager.
#19
Posted 26 November 2013 - 12:37 PM
#20
Posted 26 November 2013 - 12:40 PM
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