

So, No Ac2 Cooldown Module?
#1
Posted 10 September 2014 - 03:09 PM
#2
Posted 10 September 2014 - 03:10 PM
Edited by Carrie Harder, 10 September 2014 - 03:11 PM.
#6
Posted 10 September 2014 - 03:18 PM
Russ Bullock, on 10 September 2014 - 03:11 PM, said:
To make things slightly fasterer, the ones I see missing so far are:
Range:
PPC
ERPPC
C-ERPPC
Gauss
C-Gauss
ERLL
LRM5
LRM10
LRM15
LRM20
C-LRM5
C-LRM10
C-LRM15
C-LRM20
UAC/5
C-SSRM2
C-SSRM4
C-LB 2-X
C-LB 5-X
C-LB 20-X
Cooldown:
AC/2
UAC/5
C-UAC/2
C-SSRM4
C-SSRM6
C-LB 2-X
C-LB 5-X
C-LB 20-X
I didn't list MGs or Flamers because they're continuous fire (can't benefit from cooldown buff?).
Edited by Carrie Harder, 10 September 2014 - 03:20 PM.
#7
Posted 10 September 2014 - 03:19 PM
Helsbane, on 10 September 2014 - 03:09 PM, said:
I've always wondered why they keep bashing on the poor AC2. It's always been the weakest of the regular autocannons, requiring constant facetime... it get's ravaged by ghost heat (totally unnecessarily, as it's never been an alpha weapon), and yet it still sees nigh constant nerfs.
I'd suspect we won't get a cooldown module for the AC2, though, because with Fast Fire and such, there's a danger of getting to close to .5s. This leads to the AC2 generating ghost heat even though you're not firing enough weapons to formally do it.
#8
Posted 10 September 2014 - 03:21 PM
Wintersdark, on 10 September 2014 - 03:19 PM, said:
I'd suspect we won't get a cooldown module for the AC2, though, because with Fast Fire and such, there's a danger of getting to close to .5s. This leads to the AC2 generating ghost heat even though you're not firing enough weapons to formally do it.
If my maths are correct, fast fire + level 5 module would be somewhere around 0.59s cooldown.
EDIT: Approximately 0.5976s.
Edited by Carrie Harder, 10 September 2014 - 03:25 PM.
#9
Posted 10 September 2014 - 03:25 PM
#10
Posted 10 September 2014 - 03:29 PM
#11
Posted 10 September 2014 - 03:30 PM
Helsbane, on 10 September 2014 - 03:09 PM, said:
Ghost heat.
You'd trigger it if it fired much faster.
God knows you can trigger it accidentally back just by using the AC/2 before the recent nerfs.
Now, with a Dragon that has the 10% faster firing ballistics quirk and NO unlocks (which means no +5% additionally faster firing rate)... you can fire fine. But if you add in the +5% elite...and just regular fire occasionally triggers ghost heat. Slap on a faster firing rate module and bam, AC/2s become worthless (due to ghost heat).
....Brilliant idea: Remove ghost heat!
Sucks.

#12
Posted 10 September 2014 - 03:33 PM
Helsbane, on 10 September 2014 - 03:25 PM, said:
I'd really like to see some more interesting limited use modules.
Say, spread reduction for LBX/cLBX AC's; maybe SRM's too?
LRM Speed increase AND flight path levelling (so they're faster, but worse at arcing over cover - make them more direct fire.)
PPC min-range removal, but makes them explosive as per Gauss Rifle.
Such things... Changes that make weapons more interesting, provide more options, but don't necessarily flat out make them better.
Koniving, on 10 September 2014 - 03:30 PM, said:
<snipped great videos for brevity>
You'd trigger it if it fired much faster.
God knows you can trigger it accidentally back just by using the AC/2 before the recent nerfs.
Now, with a Dragon that has the 10% faster firing ballistics quirk and NO unlocks (which means no +5% additionally faster firing rate)... you can fire fine. But if you add in the +5% elite...and just regular fire occasionally triggers ghost heat. Slap on a faster firing rate module and bam, AC/2s become worthless (due to ghost heat).
....Brilliant idea: Remove ghost heat!
Sucks.

Exactly. Poor AC/2's. I loved them so much, even if they were technically bad.
#13
Posted 10 September 2014 - 03:55 PM
#15
Posted 11 September 2014 - 05:46 PM
Seraphic Law, on 11 September 2014 - 04:59 PM, said:
Why were some of the weapons excluded in the first place?
That's what I was wondering as well. I mean, it's not like there are a lot of weapons to begin with. Smacks of laziness or carelessness, and neither is a good reason. It would be like me leaving out 10% of the drawers in a new kitchen design and telling the client, "Ah, I'll get to it at some point...."
#16
Posted 11 September 2014 - 05:49 PM
#17
Posted 11 September 2014 - 09:12 PM
It's a legitimate strategy.
#18
Posted 12 September 2014 - 08:23 AM
Yeonne Greene, on 11 September 2014 - 09:12 PM, said:
It's a legitimate strategy.
Oh yeeeaaa, increasing the impulse will totaly screw your ability to shoot, wait, no it wont, it stunlock your opponent.
Stunlock is not a legitimate strategy, it's a crutch some sadomaso insist on using.
#19
Posted 12 September 2014 - 08:40 AM
I truly hope they restore the AC2 somewhat, it desperatley needs some love.
Edited by DONTOR, 12 September 2014 - 08:40 AM.
#20
Posted 12 September 2014 - 02:28 PM
DAYLEET, on 12 September 2014 - 08:23 AM, said:
Stunlock is not a legitimate strategy, it's a crutch some sadomaso insist on using.
There's no such thing as stunlock in MWO because here are no weapons that prevent you from moving, which is what stunlock is. There are weapons that obscure your view with way too many particles (read: LRMs) and that's bogus. All I want is for your cross-hairs to wobble so feverishly under fire from multiple ACs that you can't really aim without making an educated guess. As long as the DPS is appreciably higher than alpha-striking several front-loaded weapons every 4-5 seconds, you can keep the target pinned behind cover while faster allies move in on him. That's the idea, and that is a legitimate strategy.
Recoil mechanics and impulse fall-off would be mandatory for balancing puropses, however.
Edit: Actually, there is stunlock in MWO but you have to be legged for it to go into effect.
Edited by Yeonne Greene, 12 September 2014 - 02:30 PM.
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