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Don't Nerf The Autocanons!


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#21 Satan n stuff

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Posted 28 May 2014 - 12:31 PM

View PostIanDresariAce, on 28 May 2014 - 11:34 AM, said:

Oethe , yeah, Gauss is nerfed beyond any limits! But making other weapons weaker won't solve any problems. It'll just start another round of endless nerfing.
One shouldn't fix one things by ruining other things. Do you agree?

P.S. Maybe we should start a campaign for making Gauss free of that stupid "recharge"?

:huh:
It's always funny to see people talk about the Gauss nerf like it's a "thing". Have you tried a Gauss Jager lately? It's still as powerful as ever.

Edited by Satan n stuff, 28 May 2014 - 12:31 PM.


#22 SgtMagor

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Posted 28 May 2014 - 12:34 PM

I don't worry about nerfs, whatever the devs decide to do I just adapt and readjust my game play. so if I have to stop using a particular mech and use a different variant, guess it can't be helped heh!

#23 Innocent

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Posted 28 May 2014 - 12:34 PM

The overall problem is the low time to kill. In order to increase the time it takes to kill then damage must be reduce, hence a nerf. There is nothing wrong with adjusting something down, a nerf, since that is the overall goal. If they make other weapons better to bring them up to the level of autocannons it just makes the overall issue worse.

#24 Bhael Fire

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Posted 28 May 2014 - 12:35 PM

View PostIanDresariAce, on 28 May 2014 - 11:13 AM, said:

People, please, express your opinion on this topic TO GET THE DEVELOPERS' ATTENTION!


Paul doesn't care. Much like God, I've stopped praying to him.

:huh:

#25 LastPaladin

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Posted 28 May 2014 - 12:47 PM

View PostOethe, on 28 May 2014 - 12:01 PM, said:

To the people saying don't nerf them, well, what else do you want them to do? Make it for your shot has a chance to miss even if you aim perfectly? Do you really want that?


I think we already have that!

View PostSatan n stuff, on 28 May 2014 - 12:31 PM, said:

:huh:
It's always funny to see people talk about the Gauss nerf like it's a "thing". Have you tried a Gauss Jager lately? It's still as powerful as ever.


It's always funny when people think they are smart, but show the forums that they can't do the simplest things... like figure out that adding a charge time without reducing cooldown time is an automatic DPS nerf to a weapon.

#26 Oethe

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Posted 28 May 2014 - 12:50 PM

View PostLastPaladin, on 28 May 2014 - 12:47 PM, said:


I think we already have that.


Nah there is a difference between projectile travel time and bullet spread. Imagine a huge enough spread to 'nerf' the pin-point meta on ACs and imagine it was a 'global' nerf for the ACs alone wouldn't whine. So think of every weapon being about 20 degree aim divergence when fired. Something you can't learn or compensate for. (except by being up close and brawling)

#27 Nicholas Carlyle

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Posted 28 May 2014 - 12:50 PM

View PostLastPaladin, on 28 May 2014 - 12:47 PM, said:


I think we already have that!



It's always funny when people think they are smart, but show the forums that they can't do the simplest things... like figure out that adding a charge time without reducing cooldown time is an automatic DPS nerf to a weapon.


DPS is irrellevant in this game though.

This game boils down to being able to put your shot where you want it, then use cover till you are ready to take your next shot.

Gauss Rifles are still amazing for that, and good pilots are BRUTAL with them.

They can put 30 damage into your CT or ST at extreme range for no heat.

#28 Ngamok

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Posted 28 May 2014 - 12:55 PM

Still love my Gauss Kitty.

#29 Steve Pryde

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Posted 28 May 2014 - 12:56 PM

They should only nerf the rate of fire of ac2, ac5 and ac10 and fit them with the ac20. It makes no sense why an ac5 has the triple fire rate of an ac20.

#30 Black Arachne

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Posted 28 May 2014 - 01:00 PM

View PostIanDresariAce, on 28 May 2014 - 11:27 AM, said:

Funny :huh:

But the point is, Autocanons have difficulties of their own (weight, ammo, aiming) and it's not necessary to nerf them so hard.


Hmm..um I've never ran out of ammo yet - nor have died to an ammo explosion. Aiming in this game isn't difficult. The Ac's are heavy because unlike energy weapons they don't need a ton of double heatsinks to work - and lets not forget the DHS in this game are fake.

Edited by Black Arachne, 28 May 2014 - 01:01 PM.


#31 Ecrof

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Posted 28 May 2014 - 01:03 PM

Why didn't they do this when they nerfed AC/2s? I suggested this would happen, it was the only way to make sense of the AC/2s nerf.

#32 Nicholas Carlyle

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Posted 28 May 2014 - 01:05 PM

View PostBlack Arachne, on 28 May 2014 - 01:00 PM, said:

Hmm..um I've never ran out of ammo yet - nor have died to an ammo explosion. Aiming in this game isn't difficult. The Ac's are heavy because unlike energy weapons they don't need a ton of double heatsinks to work - and lets not forget the DHS in this game are fake.


This is exactly the problem.

First one, is we have short silly little battles, and no one ever runs out of ammo unless it's two teams on Alpine standing 1500m apart sniping eachother for 15 minutes.

So ammo scarcity becomes a non-issue.

Next problem is ammo explosions, due to the way the crit system works and the chance for ammo to explode, it's another non-issue. It's a rare occurence and NEVER something I really worry about when I'm building my mechs.

Lastly aiming...we have perfect convergence and slow moving giant robots.

Sure aiming at a good light pilot might be hard, but generally speaking aiming is not an amazing skill in THIS particular game.

It's why everything is so out of whack.

And PPC's ACT like AC's, which is why the problem stretches to them.

#33 Deathlike

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Posted 28 May 2014 - 01:12 PM

Book of Paul said:

So it was said in a Vlog
So it shall be done!


#34 Khobai

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Posted 28 May 2014 - 01:15 PM

nerf ACs to x2 max range! Nerf ERLL range too while youre at it!

#35 MisterPlanetarian

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Posted 28 May 2014 - 01:17 PM

View PostKhobai, on 28 May 2014 - 01:15 PM, said:

nerf ACs to x2 max range! Nerf ERLL range too while youre at it!


Please.

ERLL and even PPC's are fine with their range profile. But AC's with their insane DPS don't deserve 3x Falloff range, knocking it down to 2x is fine and will make the Gauss Rifle more attractive at 700+ now.

#36 LastPaladin

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Posted 28 May 2014 - 01:19 PM

View PostNicholas Carlyle, on 28 May 2014 - 12:50 PM, said:


DPS is irrellevant in this game though.


I wouldn't say it's irrelevant. It's not the most important stat for gauss users, but it's still pretty relevant.

If I'm wrong, then let's raise the gauss cooldown to 1 minute. After all, it's irrelevant, right?

View PostOethe, on 28 May 2014 - 12:50 PM, said:


Nah there is a difference between projectile travel time and bullet spread. Imagine a huge enough spread to 'nerf' the pin-point meta on ACs and imagine it was a 'global' nerf for the ACs alone wouldn't whine. So think of every weapon being about 20 degree aim divergence when fired. Something you can't learn or compensate for. (except by being up close and brawling)


I wasn't talking about projectile speed, I was talking about hit registration.

#37 Cimarb

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Posted 28 May 2014 - 01:34 PM

Autocannons need to be adjusted, but I don't care if you call it a nerf or not. Clan ACs are how ALL ACs should have been done in the first place: burst-fire. Hopefully, once Clans have been out for a while and they have balanced Clan versions against IS versions, we can start to see manufacturer variants in CW, such as I have described in the post linked in my signature (some slightly dated numbers now, but the theories are all still valid).

View PostBhael Fire, on 28 May 2014 - 12:35 PM, said:


Paul doesn't care. Much like God, I've stopped praying to him.

:huh:

I am very pleased by the recent changes Paul has announced. He, or his handler, are obviously finally listening to the community and implementing many of the ideas that we have suggested. It's exciting, IMO.

(Oh, and God does care - just not always according to your personal schedule)

#38 IanDresariAce

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Posted 28 May 2014 - 01:47 PM

Quote

Paul doesn't care. Much like God, I've stopped praying to him.


Sad, but true.

That's the point of my topic - to check out whether Paul still really exists. :huh:

#39 Levi Porphyrogenitus

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Posted 28 May 2014 - 01:51 PM

Back when hit registration for ACs and PPCs was useless, ACs needed a lot of help. 3x max range was one way to give them an edge (PPCs saw their heat levels plummet).

Now that hit registration is essentially reliable for everything but SRMs (and those are now useable, even if not where they should ultimately be yet), PPCs have seen their heat go back up (and Ghost Heat invented mostly to prevent quad- or hexa-PPC builds), dropping ACs to 2x max range is not a terrible idea. I think giving them a boosted max was an interesting idea, but in practice it makes them a little bit stronger than they should be at long range fighting (the AC20 can outdamage an AC10 well beyond the 10's optimum range bracket).

Even aside from that, precision volley fire is a huge problem for MWO gameplay. PPCs are the core culprit, but ACs are right up there with them. Ultimately PGI should add dynamic precision reduction (dpr), but until then, PPC damage arcing and AC burst fire (I favor 4-round-burst cassette-style ACs) are the best interim fixes for the underlying problem.

#40 Bhael Fire

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Posted 28 May 2014 - 01:54 PM

View PostCimarb, on 28 May 2014 - 01:34 PM, said:

He, or his handler,


For some reason that scene in Zed's basement from Pulp Fiction is coming to mind...

Thanks for that.





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