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Nerf The Acs Get Some Weight Shaved Down?


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#1 CrushLibs

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Posted 12 June 2014 - 06:31 AM

Going to nerf the ACs distance and not the ERPPC or GUASS which has a lot more range now can we get 1-2 tons shaved off the AC and UAC for ammo. At 900m your damage on a UAC-5 is now 2.5 vs 3.75 and at 1200m 0 vs 2.5 damage. Since it will take more shots to kill we need more tonnage to add ammo. Could you please reduce the tonnage by 1 ton ??

#2 xMintaka

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Posted 12 June 2014 - 06:33 AM

That would screw up a lot of stock builds.

Just make the IS autocannons DOT like the clan autocannons and be done with it.

#3 Sharknoms

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Posted 12 June 2014 - 06:34 AM

Slots and Tonnage of Equipment cannot be changed because it will mess up stock mechs.

#4 Bilbo

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Posted 12 June 2014 - 06:36 AM

The ability to do damage wasn't nerfed. The range was reduced. Get closer. Problem solved.

#5 Levi Porphyrogenitus

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Posted 12 June 2014 - 06:53 AM

Neither necessary nor ever going to happen. ACs were outliers, and now they've been brought in line. Back when you couldn't register 2/3s of your AC hits the extra range was both necessary and proper. Now that they're the staple weapon of most builds, however, they no longer need the compensatory edge of 3x max range. They are still brutally effective weapons.

Plus, this gives the Gauss and the ERPPC a purpose. Their extra range is now closer to being worth the cost of bringing them along instead of ACs or standard PPCs.

#6 xMintaka

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Posted 12 June 2014 - 06:58 AM

View PostCrushLibs, on 12 June 2014 - 06:31 AM, said:

Going to nerf the ACs distance and not the ERPPC or GUASS which has a lot more range now can we get 1-2 tons shaved off the AC and UAC for ammo. At 900m your damage on a UAC-5 is now 2.5 vs 3.75 and at 1200m 0 vs 2.5 damage. Since it will take more shots to kill we need more tonnage to add ammo. Could you please reduce the tonnage by 1 ton ??


Also worth noting that the reason the Guass and ERPPC haven't been range nerfed is because they've already been nerfed heavily. Basically being a bomb strapped to your mech and prohibitively hot, respectively.

#7 FupDup

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Posted 12 June 2014 - 08:22 AM

View PostLunatech, on 12 June 2014 - 06:58 AM, said:


Also worth noting that the reason the Guass and ERPPC haven't been range nerfed is because they've already been nerfed heavily. Basically being a bomb strapped to your mech and prohibitively hot, respectively.

The "bomb" aspect of the Gauss (which is still only a fraction of the damage from an ammo explosion, just way more likely to occur) never stopped every poptart and his dog back in the heyday of the PPC meta.

The "real" nerf to the Gauss was the charge-up mechanic, which both increased the skill floor of the weapon and made it harder to "snapshot" with (fire an alpha and then duck down/torso twist before you can get shot back).

#8 ShadowWolf Kell

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Posted 12 June 2014 - 08:25 AM

View PostLunatech, on 12 June 2014 - 06:33 AM, said:

That would screw up a lot of stock builds.

Just make the IS autocannons DOT like the clan autocannons and be done with it.


I have this funny feeling that Clan tech is the testbed for upcoming IS balance changes, so it's likely in the works.

#9 Gas Guzzler

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Posted 12 June 2014 - 08:27 AM

View PostFupDup, on 12 June 2014 - 08:22 AM, said:

The "bomb" aspect of the Gauss (which is still only a fraction of the damage from an ammo explosion, just way more likely to occur) never stopped every poptart and his dog back in the heyday of the PPC meta.

The "real" nerf to the Gauss was the charge-up mechanic, which both increased the skill floor of the weapon and made it harder to "snapshot" with (fire an alpha and then duck down/torso twist before you can get shot back).


Ah the sound of jump jets and Gauss charging in symphony... so beautiful

View PostShadowWolf Kell, on 12 June 2014 - 08:25 AM, said:


I have this funny feeling that Clan tech is the testbed for upcoming IS balance changes, so it's likely in the works.


Well, the IS weapons need to have some sort of edge because they are heavier and take up more slots, so... hope not.

Edited by Gas Guzzler, 12 June 2014 - 08:27 AM.


#10 Khobai

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Posted 12 June 2014 - 08:47 AM

an alternative is simply to add the light ac/2 and light ac/5 before their official timeline debut. the light versions of the autocannons basically fixes everything thats wrong with the ac/2 and ac/5.

#11 FupDup

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Posted 12 June 2014 - 08:50 AM

View PostKhobai, on 12 June 2014 - 08:47 AM, said:

--
the light versions of the autocannons basically fixes everything thats wrong with the ac/2 and ac/5.

...Without fixing the AC/2 and AC/5 themselves, leaving them to rot in the steering wheeling underhive of TT.

I'd also argue that the LAC/2 would still need a slight buff in TT (the LAC/5 however was actually decent).

#12 Kodiak Jorgensson

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Posted 12 June 2014 - 08:53 AM

View PostLunatech, on 12 June 2014 - 06:33 AM, said:

That would screw up a lot of stock builds.

Just make the IS autocannons DOT like the clan autocannons and be done with it.


hopefully the clan tech will open the door to these kind of changes in i.s weapons.

#13 xMintaka

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Posted 12 June 2014 - 09:01 AM

View PostGas Guzzler, on 12 June 2014 - 08:27 AM, said:


Ah the sound of jump jets and Gauss charging in symphony... so beautiful



Well, the IS weapons need to have some sort of edge because they are heavier and take up more slots, so... hope not.


IS weapons could be given an edge by having a shorter burst. AC20 fired in four rounds of 5 damage vs UAC20 fired in 10 rounds of 2 damage, as a vague example.

As it stands now pinpoint FLD is too much of an edge that could easily see most of the clan mechs utterly useless in competitive play. Take away the front loaded damage and the game becomes a lot more interesting with more viable builds and strategies.

Edited by Lunatech, 12 June 2014 - 09:05 AM.






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