

#181
Posted 22 April 2014 - 02:53 AM
1. Do a random buff / nerf.
2. Wait for the shitstorm.
3. Row back. (in this case - hopefully)
#182
Posted 22 April 2014 - 03:02 AM
Shouldn't the AC2 generate the less heat per second than the AC5?
I mean, you can take 4xAC5 and with 10 DHS and Elite Coolrun skill you can fire for 9 minutes which is more than you'll ever need since you will have used out of ammo in 2 minutes 5 seconds after having done potential 1500 damage. CTF-4X 4xAC5
I know it's not a good mech, but using AC5 exclusively eliminates the need for heat management. You get 20 alpha + 12 DPS without ghost heat or any other drawbacks.
Now try to do the same with 4xAC2:
CTF-4X 4xAC2
You'll only get 8 alpha+ 6.22 sustained DPS. And it you try to group fire them,you will overheat in 23 seconds even with 15 DHS.
In order for the AC2 to be compatitive, HPS would have to be lowered beyond AC5 (<0.6 HPS)
Edited by Kmieciu, 22 April 2014 - 03:09 AM.
#183
Posted 22 April 2014 - 09:20 AM
Soulscour, on 22 April 2014 - 01:44 AM, said:
I'm not going to get into an arguement of how closely the game should follow tabletop because its already been done to death. Needless to say, I am in complete disagreement with you. That being said, this game has already deviated a lot from table top rules in the interest of play balance. AC2 in its role used in tabletop is a pathetic weapon in this FPS game. You want to live in the mechwarrior world. I just want a game that is balanced where all the guns are useful.
Yes, it deviated from TT for the detriment of the game. If they had stuck with a hard heat cap of 30 per mech, we would not have the boating problems, or the massive alpha strike problems, and ghost heat would have never come about. DHS would still be 2.0 and no one would complain either.
I suppose you would have had to have played TT to know that though...or do you expect to see 6xERPPC stalkers in TT too (without ghost heat)?
Edited by Gyrok, 22 April 2014 - 09:20 AM.
#184
Posted 22 April 2014 - 09:36 AM
#185
Posted 22 April 2014 - 10:39 AM
Kmieciu, on 22 April 2014 - 03:02 AM, said:
Shouldn't the AC2 generate the less heat per second than the AC5?
I mean, you can take 4xAC5 and with 10 DHS and Elite Coolrun skill you can fire for 9 minutes which is more than you'll ever need since you will have used out of ammo in 2 minutes 5 seconds after having done potential 1500 damage. CTF-4X 4xAC5
I know it's not a good mech, but using AC5 exclusively eliminates the need for heat management. You get 20 alpha + 12 DPS without ghost heat or any other drawbacks.
Now try to do the same with 4xAC2:
CTF-4X 4xAC2
You'll only get 8 alpha+ 6.22 sustained DPS. And it you try to group fire them,you will overheat in 23 seconds even with 15 DHS.
In order for the AC2 to be compatitive, HPS would have to be lowered beyond AC5 (<0.6 HPS)
I'm not entirely against this, though I think 0.8 would be a more reasonable number.
#186
Posted 22 April 2014 - 10:46 AM

#187
Posted 22 April 2014 - 10:53 AM
I'd vote in favour of restoring AC/2's range but personally I think the cooldown should be increased to somewhere in between 1 and 1.25 seconds perhaps. The AC/2 is not supposed to be that strong of a weapon, it's DPS still needs to come down but give it back the extended range.
#188
Posted 22 April 2014 - 04:07 PM
BigBadVlad, on 22 April 2014 - 10:53 AM, said:
I'd vote in favour of restoring AC/2's range but personally I think the cooldown should be increased to somewhere in between 1 and 1.25 seconds perhaps. The AC/2 is not supposed to be that strong of a weapon, it's DPS still needs to come down but give it back the extended range.
Quad AC2 is dangerous if you stand out in the open long enough....but so are small pulse lasers when you have 6 or 8 of them...
#189
Posted 22 April 2014 - 09:06 PM
Edited by Captain Stiffy, 22 April 2014 - 09:06 PM.
#190
Posted 23 April 2014 - 12:39 PM
Captain Stiffy, on 22 April 2014 - 09:06 PM, said:
If you like that, try 3xAC5 + 2xPPC, the guns weigh less, you carry one ammo type, and your alpha strike, when needed is 35.
#191
Posted 23 April 2014 - 12:51 PM
Edited by Monky, 23 April 2014 - 12:51 PM.
#192
Posted 23 April 2014 - 01:15 PM
#193
Posted 25 April 2014 - 11:23 AM
DONTOR, on 23 April 2014 - 01:15 PM, said:
Exactly...it was far from OP before...now it is just worthless.
#194
Posted 25 April 2014 - 11:40 AM
- The range is still very long - long enough that the projectile speed is quite important
- Heat is only an issue if you are the sort of player that sits still (or runs in a perfect circle, etc) mashing the trigger
- Lower damage per projectile combined with more shots per ton of ammo means that you have the same total damage as an AC/5 per ton of ammo, but the weapon is more forgiving of misses (meaning you can "spray and pray" in situations where you don't have time to aim)
I've tried swapping between AC/5 and AC/2 on various mechs and find that they perform completely different roles. The AC/2 is good for fast harassers (Spider, Cicada, etc), and the AC/5 is good for dakka mechs (Jager, etc). The AC/2 is also very good in situations where you just want to lay down a hail of fire without as much regard for accuracy - the above Banshee is a good example.
But, by all means, don't let me take you away from your doom and gloom.
Edited by Xarian, 25 April 2014 - 11:41 AM.
#195
Posted 25 April 2014 - 01:19 PM
#196
Posted 25 April 2014 - 03:34 PM
Xarian, on 25 April 2014 - 11:40 AM, said:
Or for keeping a poptarts attention - either by keeping his head down, or focused on/distracted by you - while teammates flank them.
#197
Posted 25 April 2014 - 04:30 PM
#198
Posted 27 April 2014 - 06:17 AM
Shar Wolf, on 25 April 2014 - 03:34 PM, said:
But it is not advantageous to take 2xAC2s vs. 2xAC5s. You literally have to run 3 for it to be worthwhile.
#199
Posted 27 April 2014 - 06:24 AM
#200
Posted 27 April 2014 - 08:45 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users