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Uac-5 Alternatives?


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#61 Khobai

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Posted 01 February 2014 - 03:17 PM

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I kinda think the best chance for it really is a high jam rate. High risk high reward would fit it I think personally.


Actually im more inclined to think autocannons will convert over to burst weapons. Weapons that do 20x2 damage that you can have three of on a Daishi isnt going to be balanced at all. Thats 20x6 = 120 damage... within 3 seconds (if theres ghost heat and you have to fire them .5 seconds apart).

This game just cant handle that kindve burst damage lol.

Edited by Khobai, 01 February 2014 - 03:22 PM.


#62 Varent

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Posted 01 February 2014 - 03:22 PM

View PostKhobai, on 01 February 2014 - 03:17 PM, said:


Actually im more inclined to think autocannons will convert over to burst weapons. Weapons that do 20x2 damage that you can have three of on a Daishi isnt going to be balanced at all. Thats 20x6 = 120 damage... within 3 seconds (if theres ghost heat and you have to fire them .5 seconds apart).


would make them to much like lasers. and take away an entire playstyle.

#63 Khobai

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Posted 01 February 2014 - 03:23 PM

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would make them to much like lasers. and take away an entire playstyle.


No it wouldnt.

Lasers do constant damage over time (looks like a straight line when graphed).

Autocannons burst firing would do spikes of damage over time (looks like a zig zag line when graphed).

They would be nothing alike.

#64 Varent

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Posted 01 February 2014 - 03:27 PM

View PostKhobai, on 01 February 2014 - 03:23 PM, said:

Lasers do damage over time



View PostKhobai, on 01 February 2014 - 03:23 PM, said:


Autocannons burst firing would do damage over time


Ya that sounds about right. Just like lasers then. I dont care how long it takes. You change that mechanic and you change the weapon and make them a short duration laser.

#65 Khobai

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Posted 01 February 2014 - 03:29 PM

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Ya that sounds about right. Just like lasers then. I dont care how long it takes. You change that mechanic and you change the weapon and make them a short duration laser.


Sounds better than taking 120 damage at once from a daishi with 3 UAC/20s.

#66 Varent

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Posted 01 February 2014 - 03:30 PM

View PostKhobai, on 01 February 2014 - 03:29 PM, said:


Sounds better than taking 120 damage at once from a daishi with 3 UAC/20s.


it wouldnt be bad if they gave it a super large jam rate. It would make it scary but equally have a chance to just be locked up for awhile. Im a fan of stuff like that myself. Then again Im also a fan of flamers being able to perma heat lock someone and im sad pgi wont allow it.

#67 wanderer

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Posted 01 February 2014 - 04:23 PM

View PostVarent, on 01 February 2014 - 03:22 PM, said:


would make them to much like lasers. and take away an entire playstyle.


You mean the easy-armor-defeating playstyle where you can dump 30 damage in one spot, vs. everyone else who has to spread damage around?

Good riddance. Pinpoint, snap-shot, frontloaded shots like those have been the bane of this game.

#68 Cyborne Elemental

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Posted 01 February 2014 - 04:26 PM

tbh, I hope that UAC-10, UAC-20, end up being like an earlier post mentioned where they're based off an AC-5 type or lower caliber weapon, just burstfire style weapons.

UAC-5 being an AC2 firing 3 times rapidly
UAC-10 being an AC-5 that fires twice just like what we have now for the UAC-5
UAC-20 being an AC-10 fired twice or ac-5 firing quad bursts ect..

I don't really follow the lore, and I don't know how they did it technically speaking for Tabletop, but I really really hope that an UAC-20 doesn't fire 2 AC-20 slugs.. oof

#69 Varent

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Posted 01 February 2014 - 04:29 PM

View Postwanderer, on 01 February 2014 - 04:23 PM, said:

You mean the easy-armor-defeating playstyle where you can dump 30 damage in one spot, vs. everyone else who has to spread damage around?

Good riddance. Pinpoint, snap-shot, frontloaded shots like those have been the bane of this game.


just because you dont like it or understand it or know how to beat it, does not make it bad.

#70 wanderer

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Posted 01 February 2014 - 04:33 PM

View PostVarent, on 01 February 2014 - 04:29 PM, said:


just because you dont like it or understand it or know how to beat it, does not make it bad.


No, I detest it because it renders most other weapon styles inferior, vs. being "another way".

Loathe the meta. It's where the imbalance is always at.

#71 Varent

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Posted 01 February 2014 - 04:34 PM

View Postwanderer, on 01 February 2014 - 04:33 PM, said:

No, I detest it because it renders most other weapon styles inferior, vs. being "another way".

Loathe the meta. It's where the imbalance is always at.


the only thing that makes the meta bad currently is the way JJ are implimented. Change that and you change the meta. The weapons themselves all have varying degrees of success and failure and uses at different ranges and have a degree of balance.

#72 Noesis

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Posted 01 February 2014 - 05:31 PM

Yes the predominance and confidence you see in game with the use of AC/PPC on heavier platforms is nothing to worry about at all, Its all "just" about the JJ's. In fact if you engineer your highlander 733C to use Small lasers, MGs and streaks and max out those JJ's you will be frighten the hell out of most pilots (well at least those on your own team perhaps).

#73 Varent

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Posted 01 February 2014 - 05:35 PM

View PostNoesis, on 01 February 2014 - 05:31 PM, said:

Yes the predominance and confidence you see in game with the use of AC/PPC on heavier platforms is nothing to worry about at all, Its all "just" about the JJ's. In fact if you engineer your highlander 733C to use Small lasers, MGs and streaks and max out those JJ's you will be frighten the hell out of most pilots (well at least those on your own team perhaps).


Im not saying the weapons themselves arent strong and good. I am saying the weapons arent having there weaknesses exploited because of JJ.

PPC and AC are very strong weapons. That isnt in question.

#74 Noesis

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Posted 01 February 2014 - 05:40 PM

View PostVarent, on 01 February 2014 - 05:35 PM, said:


Im not saying the weapons themselves arent strong and good. I am saying the weapons arent having there weaknesses exploited because of JJ.

PPC and AC are very strong weapons. That isnt in question.


Aw, no fun, and I was hoping you might test out the above obscure suggestion as a super light killing highlander, ideal for taking out spiders in mid-air. Be fun to see the vid/anectodal evidence of that in play, could be a whole new kind of sport to itself. :angry:

#75 Varent

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Posted 01 February 2014 - 05:43 PM

View PostNoesis, on 01 February 2014 - 05:40 PM, said:


Aw, no fun, and I was hoping you might test out the above obscure suggestion as a super light killing highlander, ideal for taking out spiders in mid-air. Be fun to see the vid/anectodal evidence of that in play, could be a whole new kind of sport to itself. :angry:


I have tested the highlander with wierd weapons.... but never quite that wierd.

The highlander is actually kinda boring. Its lack of engine size sorta... lends itself to certain things....

now if they made a highlander with a larger engine size and like.. 4 missles... I could imagine myself being 'that guy' to put a ton of streaks on it and try to make light mechs cry for the lols.

BTW havent seen ya in a few days, where ya been? missed ya! :angry:

Edited by Varent, 01 February 2014 - 05:45 PM.


#76 Noesis

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Posted 01 February 2014 - 05:47 PM

How about the Dragon slayer with a 400 engine? Potential?

Just for shiggles and a challenge, I give you the ugly duckling a class II level anti light troll build to try. Try to kill them in mid air where possible.

Dragon Striker (a semi serious suggestion of trying to use an assault as an anti light Mech.)

(Been busy)

Edited by Noesis, 01 February 2014 - 06:01 PM.


#77 Reitrix

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Posted 01 February 2014 - 06:15 PM

UAC5 only jams when you try to fire inside the cooldown. Sometimes it does, sometimes it doesn't.

I run a UAC5+AC2 on my Battlemaster, chainfiring the two, i can run out of ammo and never jam. group fire em and the UAC jams regularly.
The lore based reason for the jamming is a quirk caused by its unique loading mechanism.

TL;DR, pace your shots with it and your jam rate goes down, hold the trigger down and expect regular jamming. The UAC5 is fine.

#78 Varent

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Posted 01 February 2014 - 08:12 PM

View PostNoesis, on 01 February 2014 - 05:47 PM, said:

How about the Dragon slayer with a 400 engine? Potential?

Just for shiggles and a challenge, I give you the ugly duckling a class II level anti light troll build to try. Try to kill them in mid air where possible.

Dragon Striker (a semi serious suggestion of trying to use an assault as an anti light Mech.)

(Been busy)


I see your dragon slayer and raise you my awesome.

http://mwo.smurfy-ne...2f38fc0f92bcc33

*amusing fact*

I actually use and run this build.

#79 Cyborne Elemental

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Posted 02 February 2014 - 12:04 PM

meh, I guess for the most part you guys are right, UAC5 is OP as hell, especially in dual or triple like JAG and CTF setups.

In TT, did uac5 fire 2 AC-5 shells?
or was it actually triple-firing AC-2 size shells to do 5 dmg in a burst like in the older MW game?

Maybe the dev team has it wrong.

I started up playing this when it first came out, and my PC sucked and could barely play it and played other things, so I don't really remember what it started out as.

I do recall the Ultra from the MW games though, in burst form working like a rapid shotgun pretty much.

Edited by Mister D, 02 February 2014 - 12:05 PM.


#80 wanderer

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Posted 02 February 2014 - 12:43 PM

View PostMister D, on 02 February 2014 - 12:04 PM, said:

meh, I guess for the most part you guys are right, UAC5 is OP as hell, especially in dual or triple like JAG and CTF setups.

In TT, did uac5 fire 2 AC-5 shells?
or was it actually triple-firing AC-2 size shells to do 5 dmg in a burst like in the older MW game?


In TT, if you double-tapped, you rolled once to hit- on a 2 on 2d6, the gun jammed and was inoperative. If you hit, you then rolled again. 2-6 was one 5 damage hit, 7-12 was two 5-damage hits randomly spread across the target.





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