Cooldown Modules And Acs
#1
Posted 09 September 2014 - 12:06 PM
Anyone else?
#2
Posted 09 September 2014 - 12:10 PM
The AC20 will benefit greatly.
#3
Posted 09 September 2014 - 12:17 PM
Napes339, on 09 September 2014 - 12:10 PM, said:
The AC20 will benefit greatly.
I'm finding it's a direct buff to AC/energy synergy. You can load bigger, hotter energy and buff its refire rate which would normally be a direct heat nerf - then offset it with ACs and suddenly you're finding a good balance where before you'd have just been too slow on refire to bother with two big weapon types.
#4
Posted 09 September 2014 - 12:28 PM
#5
Posted 09 September 2014 - 12:41 PM
Now... I wonder how my 3xAC/2 BLR-1D will like this?
#6
Posted 09 September 2014 - 12:53 PM
Lily from animove, on 09 September 2014 - 12:28 PM, said:
I watch some guy with gauss/ERPPC Dire just wreck face and crush dreams. The thing about % decreases is they provide a bigger reward to slower firing weapons. The longer the cooldown the bigger the improvement. LRMs, Gauss, PPCs, all those see a far more significant improvement than, say, small lasers.
#7
Posted 09 September 2014 - 12:58 PM
Need to test T5 combined with summoner left ballistic am.
#8
Posted 09 September 2014 - 01:28 PM
MischiefSC, on 09 September 2014 - 12:53 PM, said:
I watch some guy with gauss/ERPPC Dire just wreck face and crush dreams. The thing about % decreases is they provide a bigger reward to slower firing weapons. The longer the cooldown the bigger the improvement. LRMs, Gauss, PPCs, all those see a far more significant improvement than, say, small lasers.
% are % it is unimportant if you fire a gauss faster to achive 15 damage or small alsers to achive 15 as a whole. The real issue is heat. because heat heavy loadouts and mechs, especially ligher laser dependend mechs, will suffer a lot more. They already reach heatcap before they can kill most mechs. But gauss or AC heavy mechs (except AC 2 who run into ghostheat) benefit to with nearly no downside, because the heat treshold is so massive for these builds to never run hot. And those mechs do not suffer from the additional heat the faster firerate brings because these 12% more heat do not influence the way the build plays.
So my 5xAC 5 Direwolf who can fire these AC's without generating heat (> 1 heat efficiency) will now just be 12% more deadly. My Nova CERML, will be 0% more deadly. because it will not be able to benefit from the cooldown beacause it already is at heatcap after firing 12 CERML. So no benefit for this build. And by this, SRM builds or heavier AC builds will go crazy with these mods.
Edited by Lily from animove, 09 September 2014 - 01:29 PM.
#9
Posted 09 September 2014 - 01:30 PM
#10
Posted 09 September 2014 - 01:30 PM
#11
Posted 09 September 2014 - 01:43 PM
Basically, every weapon module that comes out is a buff to specialists (boats) and a nerf to generalists. Ugh.
That said, I'm looking forwards to a 12% DPS buff for my SRM brawlers.
#12
Posted 09 September 2014 - 02:06 PM
how does it stack with dragon ballistic cool down?
#14
Posted 09 September 2014 - 03:14 PM
Ultimatum X, on 09 September 2014 - 03:03 PM, said:
Hmm.
If that stacks additively, and the SMN-Prime LA also stacks additively that means:
- Gauss
- UAC 20
- LB20-X
That has potential if it's true.
that's exactly what it means. The UAC20 is whole sale stupid brutal - if you're up close and can stare. The double-tap runs like 2.5 seconds total burn, you have less than 1/2 second cooldown and then you're pouring the hate on. It's like a short range AC5 mg until it jams. I enjoyed it.
The 2xUAC5 though... the 12% pretty much eliminates the break between bursts for screenshake. Literally by the time the screen shake stops and the smoke blocking your screen clears they're cycled up and shooting. It is for all functioning purposes non-stop with the double-tap until it jams. I've been playing with using the 2xUAC5s on a slight firing delay and this has almost completely eliminated my 'both guns are jammed' experience for a meager 0.2 extension of UAC burn-time. For the staredown build this is very effective because the other guy is lucky to figure out approximately where he's shooting at you in return.
There is no cooldown (or range I think) modules for any LBX save the LB10X though
I want range + cooldown for LB5Xs! I consider them overall superior to the UAC5s.
#15
Posted 09 September 2014 - 03:45 PM
#16
Posted 09 September 2014 - 04:08 PM
Does it give such a significant boost as to greatly hurt newer cash straped players?
#17
Posted 09 September 2014 - 04:16 PM
At higher levels though I can tell you it'll be significant.
#18
Posted 09 September 2014 - 04:27 PM
#19
Posted 09 September 2014 - 04:28 PM
Will be good for my Oxide albeit I may run out of SRMs a little bit earlier...
Cheers!
Eboli
#20
Posted 09 September 2014 - 04:30 PM
MischiefSC, on 09 September 2014 - 12:17 PM, said:
I'm finding it's a direct buff to AC/energy synergy. You can load bigger, hotter energy and buff its refire rate which would normally be a direct heat nerf - then offset it with ACs and suddenly you're finding a good balance where before you'd have just been too slow on refire to bother with two big weapon types.
I will always applaud a change that encourages a more diverse load out.
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