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A Question About Clan Uacs

Balance Loadout Weapons

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#1 ToxinTractor

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Posted 28 May 2014 - 11:41 PM

So we know clan UACs will be burst fire. However I was wondering then. What will the delay between firing be? Can we expect half a second intervals or will it be even lower. Not to mention how fast can we expect clan UAC2s to be burst firing? (6 damage bursts sound painful once you add in many UACs) Will the rounds them selves have spread as well to help prevent clan UAC boats from too powerful? I donno about you guys but 6 damage bursts - 15 damage bursts sounds very painful to fight. (This is guessing that its in 3 round bursts)

And another question I had was how will that affect the mech in terms of ammo counts and heat. Especially ghost heat.

TLDR; How fast will they be bursting? How many rounds in a burst? How bad will the heat be? What can we expect the ghost heat rules to look like? Will there be a slight cone of fire on the rounds to prevent boats from dealing too much pin point damage?

Edited by ToxinTractor, 28 May 2014 - 11:43 PM.


#2 darkkterror

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Posted 28 May 2014 - 11:53 PM

I suspect we will discover the answers to these questions only after the Clan mechs actually get released. The only other possibility is if PGI puts out a detailed post specifically regarding Clan weapons.

#3 Goose

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Posted 29 May 2014 - 12:02 AM

It would seem all Clan weapons require staring, which might offset the "smaller" XL engine advantage; I guess you have to embrace this and chain-fire, so as the target can't get a shot in, what with all the rockin' …

#4 Pariah Devalis

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Posted 29 May 2014 - 04:46 AM

4xUAC5 on chainfire in two groups. Now that will be hilarious!

#5 Veranova

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Posted 29 May 2014 - 05:06 AM

These are all variables that will be used for balancing, so we won't know until release and they may change rapidly after release.

#6 Levi Porphyrogenitus

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Posted 29 May 2014 - 07:15 AM

I assume that burst fire doesn't mean x rounds at full damage per round. Rather, it should mean damage/x, so that the entire burst adds up to full damage rating for the AC.

Say they run 4-round bursts. A cUAC2 would do 0.50 damage per round, while a cUAC20 would to 5 damage per round.

#7 RangerGee412

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Posted 29 May 2014 - 07:59 AM

I'm sure the uacs will have a high rate of fire for the burst. I look forward to it. After reading some battletech books I cant wait to have burst fire autocannons. Hope it sounds awesome.

#8 MeiSooHaityu

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Posted 29 May 2014 - 08:04 AM

View Postdarkkterror, on 28 May 2014 - 11:53 PM, said:

...The only other possibility is if PGI puts out a detailed post specifically regarding Clan weapons.


I wish. I think if PGI made it a habbit of communicating better with the forums, they could save themselves a bit of headache.

I wouldn't expect to get these answers from them anytime soon however :)

#9 SirLANsalot

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Posted 29 May 2014 - 08:08 AM

Clan UAC's "burst" fire is broken down like so.

UAC2: will fire 2, 1 damage shots in very rapid fire on the first cycle, being UAC it will be a total of 4 1 damage shots.
UAC5: Will do much of the same, but most likely will be 5, 1 damage shots in a very fast burst, or might be fewer oddly damage ones.
UAC10: Pretty simple on this one, 5 2 damage shells
UAC20: 4 shots at 5 damage each per a cycle.


This is to break up the FLD that these guns could bring, and with clans having lots of ballistic slots and there weapons being lighter and smaller, means they can boat them easier. This also has the side effect of bringing the SKILL level of the clans up some, as you will need some steady hands to keep on target to land all the shots.

#10 Bilbo

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Posted 29 May 2014 - 08:16 AM

View PostMeiSooHaityu, on 29 May 2014 - 08:04 AM, said:



I wish. I think if PGI made it a habbit of communicating better with the forums, they could save themselves a bit of headache.

I wouldn't expect to get these answers from them anytime soon however :)

I doubt they have settled on the numbers internally yet. Probably won't be set in stone until much closer to release.





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