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U-Ac-20 (Burst Fire Ac 4?)

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#1 Deamon Drake

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Posted 18 June 2014 - 06:25 AM

So, I put an Ultra auto cannon 20 (U-AC-20) onto one of my mechs, then took it for a test drive in the testing grounds. I've played a few of the older games as well as battle tech and an AC 20 round should do........ 20 damage. So with that being said when an U-AC-20 fires 5 round bursts it should be doing 100 combined total damage. well while walking through the testing grounds I walk up to an Atlas and zero in on its CT. unload burst one, only turns the armor yellow. unload burst two, HEY.... finally got it to red. fire burst three, now only internal structure left and it's only yellow. There is no mech in any of the games that can take 300 damage to the CT and not be cored out. the first burst should have put the internal structure into the yellow if not lower.

on the ultra AC note, in the rest of the games and in cannon they are simply double tap systems. meaning they fire two round bursts. ultra AC ammo is the same as the regular ammo, it's just linked together so that it can be fed more quickly into the weapon system, so you get a couple fewer per ton then you would for the normal AC. I was shocked when I saw 35 rounds in one ton of U-AC-20 ammo. at first I was like "awesome" until I realized that they don't do their proper damage. I'm going to guess that the bursts TOTAL damage is 20, which means that the individual rounds only do 4 damage each. so I'm not walking around with an Ultra Auto Cannon 20, I'm walking around with a burst fire AC 4.

on a counter point of sorts I like the fact that you have to lift your trigger finger between bursts.

#2 Triskelion

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Posted 18 June 2014 - 06:28 AM

As I understand it this was the same sort of clan-based DoT effect that the lasers experience stuffed onto projectile weapons. It's not exactly lore-friendly, but it definitely helps balance out the clan's weapon choices a bit.

So yeah, it's exactly like what you've described. As a result, I'm getting a lot of use out of my gauss rifles again.

#3 MrDingDong

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Posted 18 June 2014 - 06:40 AM

this is stupid and mislead. fire the dev now gr gr grgrgrgrgr

#4 Sergey Kosinskiy

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Posted 18 June 2014 - 06:44 AM

View PostTriskelion, on 18 June 2014 - 06:28 AM, said:

It's not exactly lore-friendly

Maybe you mean it exactly lore-friendly? This is how AC work in TT.

#5 Coralld

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Posted 18 June 2014 - 06:46 AM

View PostTriskelion, on 18 June 2014 - 06:28 AM, said:

As I understand it this was the same sort of clan-based DoT effect that the lasers experience stuffed onto projectile weapons. It's not exactly lore-friendly, but it definitely helps balance out the clan's weapon choices a bit.

So yeah, it's exactly like what you've described. As a result, I'm getting a lot of use out of my gauss rifles again.

What do you mean not lore friendly? ACs of ALL types out side of Navel ACs are all burst fire where they fire a quick stream of shells to do their total damage that is rated by the AC, in this case an AC20. That means it needs to fire a burst of 5 shells to do that 20 points of damage.

So in short, what your seeing with the current Clan AC burst fire is how ACs should have been from the start of MWO.

Edited by Coralld, 18 June 2014 - 06:55 AM.


#6 Drach

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Posted 18 June 2014 - 06:47 AM

It might not be what we all became used to in previous versions of the MechWarrior Saga ( all the way back to MW2) but I'm sure that given all the other perks of clan mechs (omni pods are great)it helps balance game play.

#7 Triskelion

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Posted 18 June 2014 - 06:49 AM

View PostSergey kosinskiy, on 18 June 2014 - 06:44 AM, said:

Maybe you mean it exactly lore-friendly? This is how AC work in TT.


I'd been lead to believe that the clan autocannons functioned pretty much the same as the IS ones with the exception that they were flat out better in previous releases.

As far as I understand, AC/20s / UAC/20s were inconsistent across the board, so neither is truely lore-friendly or not, since we don't have any of that inconsistency. Some of them fired one shot, some of them fired several. So yeah, I wasn't very clear.

EDIT: but in the interest of fairness, the clan variants are deliberately supposed to be burst in MWO as a balancing feature (since instananeous damage has always functioned better in the games), which given the circumstances wouldn't really make much sense.

Edited by Triskelion, 18 June 2014 - 06:52 AM.


#8 Gigastrike

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Posted 18 June 2014 - 06:50 AM

You mean it doesn't do 100 damage per second!? Ultra AC/20s suck!

#9 General Taskeen

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Posted 18 June 2014 - 06:52 AM

AC's in BattleTech are burst-fire.

4 Shells, 5 Damage Each = 20 Damage , equating to UAC/20 or AC/20 Class Autocannon. (Click your fire button while your gun is on cool down and you'll likely do twice the amount of damage in your "turn").

Here are the stats for the old games:

MW3 - Burst Fire of 4 Shells (up to 32.5 Damage)
MW4 - Burst Fire of X # of Shells (up to 24 Damage)


Originally when PGI started this game they took the literal translation from TT for IS AC's and simply made them do full damage for one shell, where you rolled your dice in TT and do a full amount of damage to a random location (i.e. not exactly the most brilliant idea for a pin-point accuracy game)

Edited by General Taskeen, 18 June 2014 - 06:58 AM.


#10 Reno Blade

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Posted 18 June 2014 - 06:53 AM

View PostDeamon Drake, on 18 June 2014 - 06:25 AM, said:

So, I put an Ultra auto cannon 20 (U-AC-20) onto one of my mechs, then took it for a test drive in the testing grounds. I've played a few of the older games as well as battle tech and an AC 20 round should do........ 20 damage. So with that being said when an U-AC-20 fires 5 round bursts it should be doing 100 combined total damage. well while walking through the testing grounds I walk up to an Atlas and zero in on its CT. unload burst one, only turns the armor yellow. unload burst two, HEY.... finally got it to red. fire burst three, now only internal structure left and it's only yellow. There is no mech in any of the games that can take 300 damage to the CT and not be cored out. the first burst should have put the internal structure into the yellow if not lower.

on the ultra AC note, in the rest of the games and in cannon they are simply double tap systems. meaning they fire two round bursts. ultra AC ammo is the same as the regular ammo, it's just linked together so that it can be fed more quickly into the weapon system, so you get a couple fewer per ton then you would for the normal AC. I was shocked when I saw 35 rounds in one ton of U-AC-20 ammo. at first I was like "awesome" until I realized that they don't do their proper damage. I'm going to guess that the bursts TOTAL damage is 20, which means that the individual rounds only do 4 damage each. so I'm not walking around with an Ultra Auto Cannon 20, I'm walking around with a burst fire AC 4.

on a counter point of sorts I like the fact that you have to lift your trigger finger between bursts.

Look at an Inner Sphere AC20, 20 damage in one bullet, 4 seconds cooldown, 7 shots per ton of ammo.
Look at an Clan UAC20, 20 damage in a burst of 5 bullets, 4 seconds cooldown, 35 shots per ton of ammo.
Easy :D

#11 l33tworks

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Posted 18 June 2014 - 06:53 AM

View PostGigastrike, on 18 June 2014 - 06:50 AM, said:

You mean it doesn't do 100 damage per second!? Ultra AC/20s suck!


Yea when you mount 4 of them on a direwolf and fire them it doesn't do 400 damage in 1 second. WTF man that's so misleading and stupid.

Edited by l33tworks, 18 June 2014 - 06:54 AM.


#12 Cerlin

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Posted 18 June 2014 - 06:53 AM

Ultra Ac20s are very nice if you use them right. I find them most effective on quick mechs so you can disengage if it jams.

#13 Monkey Lover

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Posted 18 June 2014 - 07:13 AM

IS ac weapons are better. At least for now.

#14 Quick n Fast

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Posted 18 June 2014 - 07:13 AM

Quote

So, I put an Ultra auto cannon 20 (U-AC-20) onto one of my mechs, then took it for a test drive in the testing grounds. I've played a few of the older games as well as battle tech and an AC 20 round should do........ 20 damage. So with that being said when an U-AC-20 fires 5 round bursts it should be doing 100 combined total damage. well while walking through the testing grounds I walk up to an Atlas and zero in on its CT. unload burst one, only turns the armor yellow. unload burst two, HEY.... finally got it to red. fire burst three, now only internal structure left and it's only yellow. There is no mech in any of the games that can take 300 damage to the CT and not be cored out. the first burst should have put the internal structure into the yellow if not lower.

on the ultra AC note, in the rest of the games and in cannon they are simply double tap systems. meaning they fire two round bursts. ultra AC ammo is the same as the regular ammo, it's just linked together so that it can be fed more quickly into the weapon system, so you get a couple fewer per ton then you would for the normal AC. I was shocked when I saw 35 rounds in one ton of U-AC-20 ammo. at first I was like "awesome" until I realized that they don't do their proper damage. I'm going to guess that the bursts TOTAL damage is 20, which means that the individual rounds only do 4 damage each. so I'm not walking around with an Ultra Auto Cannon 20, I'm walking around with a burst fire AC 4.

on a counter point of sorts I like the fact that you have to lift your trigger finger between bursts.


Quote

As I understand it this was the same sort of clan-based DoT effect that the lasers experience stuffed onto projectile weapons. It's not exactly lore-friendly, but it definitely helps balance out the clan's weapon choices a bit.

So yeah, it's exactly like what you've described. As a result, I'm getting a lot of use out of my gauss rifles again.


*facepalm*
why ohh why is it always founders sayin such noobie things and then qq about stuff they no nothing about...

#15 Levi Porphyrogenitus

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Posted 18 June 2014 - 07:18 AM

Stop feeding the trolls, guys.

I must assume it's a fail troll, since I have a hard time believing anyone could be so utterly moronic as to be serious about burst UAC20s doing 100 damage per trigger pull...

#16 Bhael Fire

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Posted 18 June 2014 - 07:26 AM

In BT lore, ACs are rated on the damage they do per "shot" — with each shot being anywhere from 1-100 rounds of virtual rounds being fired equaling the damage rating of the AC.

For example, an AC/20 in the TT game does 20 damage per shot to a single location, despite the fact that many of them actually fire multiple rounds per shot. That is, one model of AC/20 might fire 5 rounds that equal a total of 20 damage, whereas another might fire 10 rounds that equal 20 damage. It didn't matter in the TT game because AC/20 always did 20 damage to a single location no matter how many rounds it fired per shot. It was all fluff.


In this game, however, they have taken liberties on interpreting this in favor of GAME BALANCE. Because unlike the TT game, you can use skill to select the location you hit as well as determining IF you hit. In TT it was all random unless you made a called shot with a "to hit" penalty. But even then your success was always random.





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