

Clan Autocannons Need Adjustment.
#1
Posted 27 September 2014 - 03:00 AM
The ultra-autocannons are especially guilty of this when you combine them with the lower cd weapon module for whatever flavor of autocannon they feel like spamming. It is far too easy for a Dire Wolf or any other AC spam set up to layer on a massive amount of damage in a short amount of time.
Here's some adjustments that will help from my PoV:
Clan Autocannons have a longer base CD.
Ultra Autocannons, if fired to the point of jamming, have a chance to destroy the weapon. Make those one button mashing types think twice before slamming that uac button until it breaks.
#2
Posted 27 September 2014 - 03:29 AM

#3
Posted 27 September 2014 - 03:51 AM
#4
Posted 27 September 2014 - 04:18 AM
In my opinion, the problem with this weapon is the glare and particle effects it produces on it's target screen. In this case, the target is unable to shoot back by being deprived of vision - or worse - the FPS starts to drop substantially (due to excessive particle rendering). This poses a problem that, in my opinion, needs to be addressed as it hits severely the computer performance, manifesting it in level outside the frame of the game's rules.
#5
Posted 27 September 2014 - 05:19 AM
Stop asking to nerf everything you cannot bring yourself to think how to deal with.
#6
Posted 27 September 2014 - 05:35 AM
sabujo, on 27 September 2014 - 04:18 AM, said:
Agreed. We need some sort of buffer that can disable shake and particles when it goes beyond a certain level (say, 5 impacts per half second) to ensure the player on the recieving end has a relaistic chance of fighting back and to reduce the amounts of slowdown caused by excessive particle effects.
#7
Posted 27 September 2014 - 05:37 AM
#8
Posted 27 September 2014 - 05:52 AM
I do agree with lowering the particle and impulse effects if over a certain threshold depending on settings. I have mine dropped almost to minimum because my video card overheats so quickly with this game. More AC spam will make my GPU cry.
#9
Posted 27 September 2014 - 06:13 AM
#10
Posted 27 September 2014 - 07:06 AM
- We always said that ghost heat is flawed... well if there is one usage for it... its here. How come AC2s create huge amount of GH but 6 continuous stream of UAC5s don't (yeah they do but its so small that its negligible)
- HEAVILY reduce the impact explosion effect on target. Afterall each bullet is doing 1.33 damage so why the effect is from a big IS AC??? Currently, no matter how well the shooter is aiming, the target is blinded completely with exp effects which thanks to PGI's amazing graphics engine will severely reduce the target's framerates to
- Increase jam chance as the number of simultaneous fires is more than 2 or 3. (like heat scale... but lets call it jam scale)
Moonlander, on 27 September 2014 - 03:29 AM, said:

um... the clans have case pre-installed...!
so, no ammo explosion.!
am i right?
Edited by Navid A1, 27 September 2014 - 09:55 AM.
#11
Posted 27 September 2014 - 07:37 AM
Edit: specifically, CASE does not prevent ammo explosions. It prevents an explosion that has happened from spreading to another area. The area it happened in is most assuredly a goner.
Edited by Mad Porthos, 27 September 2014 - 07:40 AM.
#12
Posted 27 September 2014 - 08:12 AM
#13
Posted 27 September 2014 - 09:52 AM
CHH Badkarma, on 27 September 2014 - 08:12 AM, said:
nice theory... but that's just a theory.!
only mechs with 70+ speed can dodge bursts... and even that is possible at ranges greater than 500m.
The main firepower of a team usually moves slower than that... and if a direwolf pilot has ever played an FPS game, you can be sure he will tear you apart and you can't even see it (because all you see is a glorious explosion effect centered in front of your cockpit.
#14
Posted 27 September 2014 - 10:11 AM
LEARN TO PLAY
Go QQ somewhere else
and for the record, I do not run multi ac builds. I run a 4 erppc warhawk and dodge that spam fire just fine.
Mod, please close this thread, it does nothing constructive.
Edited by CHH Badkarma, 27 September 2014 - 10:12 AM.
#15
Posted 27 September 2014 - 10:30 AM
CHH Badkarma, on 27 September 2014 - 10:11 AM, said:
In what position?... shooting position?
Also
Define QQ.?

CHH Badkarma, on 27 September 2014 - 10:11 AM, said:
Define being constructive...? (because as you can see i'm stating my opinion with some suggestions that i think will improve the situation)
tell me... what happens if the explosion visual effects gets smaller to match the damage?... do the whales lose their punch? no.
#16
Posted 27 September 2014 - 10:33 AM
#17
Posted 27 September 2014 - 10:39 AM
The same thing cause PGI to reduce LRM cockpit shake for clan lrms... they still do the damage they are supposed to do... but with no unwanted side effect.!
Edited by Navid A1, 27 September 2014 - 10:42 AM.
#18
Posted 27 September 2014 - 10:43 AM
It amazing me how people want the game to adapt to them instead of adapting themselves.
example, getting your right arm shot off in a YLW. Solution, don't let them shoot your friggin arm.
your case, don't take it to the face. well, unless you like that sorta thing.
give it some time and the cheese builds will get old and there will be another flavor of the month.
Edited by CHH Badkarma, 27 September 2014 - 10:45 AM.
#19
Posted 27 September 2014 - 10:50 AM
CHH Badkarma, on 27 September 2014 - 10:43 AM, said:
It amazing me how people want the game to adapt to them instead of adapting themselves.
...
you're new to the thing they call feedback?
CHH Badkarma, on 27 September 2014 - 10:43 AM, said:
i know.
And I have my own ways of dealing with cheese wolves. Been playing long enough to know that.!
#20
Posted 27 September 2014 - 10:52 AM
Navid A1, on 27 September 2014 - 10:50 AM, said:
i know.
And I have my own ways of dealing with cheese wolves. Been playing long enough to know that.!
Well hey, if ya see me in match hit me up. We can go gang **** the dakawhales. It has turned into my current (im bored) hobby
poor noobish ac whores...
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