Graugger, on 27 April 2014 - 11:58 AM, said:
Of course you would love it if nothing could touch your gauss mech as it snipes out side torsos at 1500+ meters. You people just want to make the game so that you can do what you want without having to worry about immediate retaliation. I hope ACs get nerfed into the ground to the point they're just a waste to put on a mech. At least then there won't be any complaints about them then... actually I take that back there will be because they'll still be in the game.
Um, I hate the current gauss mechanic, and rarely use them. With the mechanic, the gun going all 'splody, and the ammo/weight, I think it's fine.
My issue with balistic ranges are that they're HUGE compared to energy weapons, and removing the 3X range on all ACs would help counter that. If you're going to remove it on the Gauss as well, fine, but I'm willing to try it on all the ACs and not the Guass first and see how it goes. If it proves to be a problem, then off with the Gauss's range as well.
The AC20 shouldn't be effective at 600m, let alone doing more damage than an AC5.
Currently, the AC20 does more damage than an AC10 up until around 540 meters (and yes, the max normal damage range of an AC10 is 450). The AC10 is pretty close to the AC5 around the end of the AC5's range, but it's not perfect (and the AC5 got a range boost). Turn the 3X dropoff into a 2X dropoff like energy weapons, and you don't have that happening nearly as much, and align the ACs more with how they generally function (AC2 and 5 are longer range, AC10 is mid-range, and AC20 is a up close brawling weapon).
To compare your LPL and AC10, the LPL generates twice as much heat, but doesn't need ammo, and the AC10 does pinpoint front loaded damage. The AC10 is mostly fine where it is, it simply is underpowered compared to the AC5 (much better range and projectile speed) and AC20 (Comperable range for as much or more damage).
Chill, not everyone making a suggestion wants their preferred builds to be OP, just competitively balanced.