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Ac/2 Quirks Seriously?


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#1 Ph30nix

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Posted 04 November 2014 - 04:43 PM

please tell me there are plans to revist the AC/2 and make it viable again. Olther wise alot of mechs got a useless quirk that would have been better off as something else.

also i think this quirk will cause some of these mechs to get back into the ghost heat just from normal firing speeds. or am i off?

#2 AlphaToaster

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Posted 04 November 2014 - 04:56 PM

There seems to be a belief that all weapons are equally viable. This does not appear to be the case.

BJ-1's were only really competitive in the champion build w/ the AC/20. Me thinks someone giving out quirks has defiance issues with not wanting to give players the exact quirks that the mechs need to really be competitive.

Rather than look at the stock loadouts that are seldom run, they should default to the champion build since that is how the community choses to run it to determine the proper quirks. That or make all weapons viable.



#3 cSand

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Posted 04 November 2014 - 04:57 PM

AC2 is fine you just gotta use it right

#4 Ph30nix

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Posted 04 November 2014 - 04:57 PM

View PostAlphaToaster, on 04 November 2014 - 04:56 PM, said:

There seems to be a belief that all weapons are equally viable. This does not appear to be the case.

BJ-1's were only really competitive in the champion build w/ the AC/20. Me thinks someone giving out quirks has defiance issues with not wanting to give players the exact quirks that the mechs need to really be competitive.

Rather than look at the stock loadouts that are seldom run, they should default to the champion build since that is how the community choses to run it to determine the proper quirks. That or make all weapons viable.

the ac/2 could be viable it either the cooldown was put back to where it was, or the ghost heat was severely reduced or even removed.
i always saw it as a suppression weapon

#5 Belorion

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Posted 04 November 2014 - 04:58 PM

I thought this patch was supposed to undo the former nerf...

#6 Ph30nix

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Posted 04 November 2014 - 04:59 PM

View PostBelorion, on 04 November 2014 - 04:58 PM, said:

I thought this patch was supposed to undo the former nerf...

i didnt see any mention in the patch notes about the AC/2 let me look again

yep nothing about the ac/2 :(

i wish instead of nerfing it into the ground they had just reduced the explosions to prevent blinding.

Edited by Ph30nix, 04 November 2014 - 05:00 PM.


#7 Mechwarrior Buddah

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Posted 04 November 2014 - 05:11 PM

View PostAlphaToaster, on 04 November 2014 - 04:56 PM, said:

There seems to be a belief that all weapons are equally viable. This does not appear to be the case.

BJ-1's were only really competitive in the champion build w/ the AC/20. Me thinks someone giving out quirks has defiance issues with not wanting to give players the exact quirks that the mechs need to really be competitive.

Rather than look at the stock loadouts that are seldom run, they should default to the champion build since that is how the community choses to run it to determine the proper quirks. That or make all weapons viable.


I liked my DD Jager with 6 XD

#8 Mechwarrior Buddah

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Posted 04 November 2014 - 05:18 PM

View PostAlphaToaster, on 04 November 2014 - 04:56 PM, said:

That or make all weapons viable.


That or in game polling to ask where quirks should be

#9 El Bandito

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Posted 04 November 2014 - 05:18 PM

Remove Ghost Heat from AC2s.

BRING BACK THE DAKKA JAGER!!!

#10 FupDup

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Posted 04 November 2014 - 06:22 PM

What I find totally epic is that PGI claims that a 12% cooldown buff module would make the AC/2 trigger ghost heat all by itself, but then they go and add quirks that let mechs fire their AC/2 at least 15% faster than usual.

#11 Divine Retribution

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Posted 04 November 2014 - 08:16 PM

The quirk puts it close to the .5 second cooldown mark so you can kind of dakka. But what I think PGI should do is remove ghost heat from the AC/2. If I remember correctly the AC/2 was only given ghost heat because players would chain fire them to blind the opponent. Now that the same happens by design with clan ACs (bust fire), I don't see a reason for ghost heat to still apply to the AC/2.

#12 Tombstoner

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Posted 05 November 2014 - 06:27 AM

View PostDivine Retribution, on 04 November 2014 - 08:16 PM, said:

The quirk puts it close to the .5 second cooldown mark so you can kind of dakka. But what I think PGI should do is remove ghost heat from the AC/2. If I remember correctly the AC/2 was only given ghost heat because players would chain fire them to blind the opponent. Now that the same happens by design with clan ACs (bust fire), I don't see a reason for ghost heat to still apply to the AC/2.

The amount of damage that can be delivered by a single ac-8 would say other wise. 16 damage per second becomes 64 in 4 seconds. Torso changing can not fully counter this much incoming damage. group fire and pin point convergence is OP.
GH is the most expedient way to counter this. not the correct way simply most expedient.

#13 Tahribator

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Posted 05 November 2014 - 06:34 AM

There isn't even a cooldown module for the AC2. PGI is for some reason so afraid of AC2's that they even refused to do that. What was the reason, excessive spam, cockpit shake?

Yet, they allow 4-6xUAC5 Dire Wolves wander around and completely stun the 'Mechs they shoot at.

#14 Satan n stuff

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Posted 05 November 2014 - 06:44 AM

View PostTombstoner, on 05 November 2014 - 06:27 AM, said:

The amount of damage that can be delivered by a single ac-8 would say other wise. 16 damage per second becomes 64 in 4 seconds. Torso changing can not fully counter this much incoming damage. group fire and pin point convergence is OP.
GH is the most expedient way to counter this. not the correct way simply most expedient.

I've actually used that build before it was nerfed into the ground, and it's my worst Jagermech by far. That should say something about how OP it really isn't.

#15 TyphonCh

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Posted 05 November 2014 - 07:02 AM

The Dragon (5N I believe) got a serious ac/2 buff. 3 ballistic hardpoints in the right arm, I used to run 3 mg's and boat 2 erppcs because I couldn't make any combination of auto cannons worth my time. But now with those quirks, I tried 3 ac/2's and I can burn thru 5 tons of ammo and the damage output is huge, with tonnage to spare for a small missile package and lasers. I was impressed

Edited by Team Chevy86, 05 November 2014 - 07:06 AM.


#16 kapusta11

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Posted 05 November 2014 - 07:06 AM

I use 2xAC2 on my Banshee ONLY because 2 huge barrels sticking out of the shoulder look cool. Other than that, 2.8 dps that requires you to be exposed, weigh 8 tons each and has no projectile sync with AC5s/UAC5s, please.

Edited by kapusta11, 05 November 2014 - 07:08 AM.


#17 Ph30nix

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Posted 05 November 2014 - 07:09 AM

View PostTeam Chevy86, on 05 November 2014 - 07:02 AM, said:

The Dragon (5N I believe) got a serious ac/2 buff. 3 ballistic hardpoints in the right arm, I used to run 3 mg's and boat 2 erppcs because I couldn't make any combination of auto cannons worth my time. But now with those quirks, I tried 3 ac/2's and I can burn thru 5 tons of ammo and the damage output is huge, with tonnage to spare for a small missile package and lasers. I was impressed

You would be better off with gauss and 2 LL or 2 uac5 and backup mediums.
Ac2s can still be funish but they gimp u plain and simple
For example id be money take 3 dragons one with ur 3 ac2 build one with a gauss build and one with ur 3 mg ppc build. And the ac2 build would be smashed easily by both other builds.


#18 Mavairo

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Posted 05 November 2014 - 07:12 AM

Yeah... those AC2 quirks suck pretty hard. I don't understand why it was the friggin AC2 of all things for the 5N DRG. They're ammo hogs, do little damage, run hot as hell, refire rate isn't really better than a Module Equipped AC5 quirked mech...oh and inadditon to being hot has GHOST HEAT.

#19 Gyrok

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Posted 05 November 2014 - 07:12 AM

View PostTahribator, on 05 November 2014 - 06:34 AM, said:

There isn't even a cooldown module for the AC2. PGI is for some reason so afraid of AC2's that they even refused to do that. What was the reason, excessive spam, cockpit shake?

Yet, they allow 4-6xUAC5 Dire Wolves wander around and completely stun the 'Mechs they shoot at.


I am never "stunned" by Dakka DWs. In fact, that build is probably the most effective against bad pilots, and the least effective against good pilots.

I can get caught out in no man's land with cover several hundred meters away in any mech going 80 kph and not lose a vital component to that build. (components as shields with lowered armor are about the only thing I might lose...) I may escape with armor stripped on a component somewhere, but nothing that is going to prevent me from carrying on...

#20 Water Bear

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Posted 05 November 2014 - 07:38 AM

I have a 4 ac/2 banshee that can get 1000+ damage pretty easily. With it's huge engine it has no problem handling the heat, and before the nerf it was without question stupid over powered.

I am guessing that a lot of people don't know about this build; Even after the nerf it is crazy good.

Edited by Water Bear, 05 November 2014 - 07:38 AM.






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