"You just compared a video game to real life."
*shakes head sadly*
Okay, I'm marking you down as an irredeemable troll and moving right along.
"UAC 20 yadda yadda yadda"
Yeah, I said I didn't put much consideration to it. I literally came up with a rough idea in like 10 seconds, you miserable, miserable little troll of a man. I would *happily* go into depth about it. And apparently I will, because it torments you on a personal level for me to do so.
"Making up repercussions on the spot."
You are pathetic.
"Still since the recoil can be corrected in less time than it takes for a laser to burn out, I think that heavy balisic builds will be just fine."
Blind assumption, given the fact that you clearly have no idea how this recoil effect would function, nor how strong it will be, or how difficult it will be to adjust for.
"YOU'RE JUST ADDING IN AMMO EXPLOSIONS?!"
Really? I mean...really? That's like the cherry on top of your #*%@ sundae.
"Where's your numbers?!"
I'm brainstorming functionality - how weapons could perform in a way that differentiates them from standard Inner Sphere weapons. Rebranded IS weapons that work exactly the same but with slightly different numbers are boring. I'm doing a general, sweeping analysis of how I *think* Clan weapons could work in the game. But you already know this. You're just taking the opportunity to gratify yourself by acting like a **** in an online forum, because of some personal deficiency. Which is really too bad.
Can I do numbers? You bet your arse I could. Could I nail the mechanics? Sure, I definitely could. This is an off day. A day I look forward to enjoying some MWO on. I have to go to sleep early and go to work at 7 in the morning. You want stats and number crunching, then you're going to have to wait for a weekend. I'm not getting paid for this, troglodyte.
I feel bad for this game's community. I'd heard that it was bad, but I had no idea that it was *this* bad. I'm sick of your bilious attitude. Don't expect any further direct replies, and if you persist with the insults, I will happily report you.
Now, addressing the Ultras:
Ultra Autocannons in Battletech fire twice in one turn, with twice the heat, and twice the possibility for damage. This is all well and good, but their representation in the Mechwarrior games changes from title to title.
Ultra ACs are more or less redundant in their basic format considering the nature of the game, unless some core changes are made to how they work and what they do in order to differentiate them from their standard single-shot counterparts.
The primary motivation to make a ballistic weapon fire in short, rapid bursts is to increase the rate of fire - which goes hand in hand with damage done to a target - whilst minimizing the effects of harmonic destabilization.
In MWO, Ultra Autocannons could benefit from the advantage of firing more rapidly than single-shot AC's. An Ultra AC/10 could fire in a sharp two-point burst, discharging two 10-damage rounds within a half-second of one another. The first shot causes the targeting reticule to begin a climb, which will affect the placement of the second round fired. Of course, this shift in aim has more dramatic consequences the farther away the intended target is from the shooter. The second round transfers the full force of the recoil to the shooter, causing the reticule to jump away from the target with random, although capped, amounts of vertical and lateral disruption. The higher the caliber, the greater the recoil. This has the effect of making follow-up shots with other weapons more difficult to aim, given the need for manual aim correction forced by the recoil.
Ultra ACs would be unique among IS AC's in having a recoil mechanic at all, while Clan variants would have much stronger recoil effects, making them much less useful at range, as the second shot will be more inaccurate. Up close, however, Ultra ACs can be very powerful, doing twice the damage of a single-shot variety with a reasonable amount of precision - and a good chance of striking the same component of a target 'Mech.
This power comes with a price, however. The more Ultras are fired at once, the sharper the effect of recoil becomes, and the harder it is to compensate for. Of course, the recoil will affect the accuracy of a pilot's other weapons. It is therefore advisable to trigger multiple Ultras on chainfire in order to keep the targeting reticule as steady as possible across long ranges. At closer ranges, where reticule deviation becomes less important, the increased rate of fire of the Ultra AC can be quite beneficial, and the increased heat is the greater concern.
Ultra ACs can emulate the power of the next highest caliber, but generate more heat than would the single-shot equivalent. An Ultra 10 can deal 20 points of damage like an AC/20, but causes a bit more heat buildup than would an AC/20 on its own. An AC/20 generates 6 points of heat with a single shot, while an Ultra 10 generates 7.2 points.
Ultra ACs also require more time to reload. A standard AC/10 has a 2.5 second reload time. An Ultra AC/10 requires 3.5 seconds to reload, while the lighter, more compact Clan version requires 4 seconds.
The net gain of choosing an Ultra AC over its single shot counterpart is the increased probability that two shots will hit a target in the same area of the body, leaving less room for the enemy to evade, and narrowing the margin of error between two slower shots. This effect is much more practical as distance between the shooter and the target decreases. At longer ranges, a single-shot autocannon is often more useful.
Then again, the advantage of equipping an Ultra AC of a lower caliber over a standard AC of a higher caliber is reduced weight and a greater abundance of the smaller caliber ammunition per ton.
Edited by Master Maniac, 31 December 2013 - 03:47 PM.