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AC/2 should be removed from the game
#141
Posted 04 July 2012 - 01:03 PM
In the hands of a skilled marksman also quite dangerous since he might go for the head and any hit is not a nice thing for the pilot...
Also useful for taking down terrain features from the distance as those pesky C&C trucks with your primary target inside....
#142
Posted 04 July 2012 - 01:51 PM
AC/2 shot = 10 secs
Ultra AC/2 shot = 5 secs
Rotary AC/2 shot =1 sec
How will this be modified in the game?
AC/2 shot = 6 secs instead?
Meaning that an
Ultra AC/2 shot would be 3 secs?
I like the AC/2... I think for balance it should be given just a little more ammo per ton maybe 5 shots extra to goto 50 instead of 45.
This thread also doesn't talk about cost of things and availability. This might sound weird but I'm all for weapon shortages. One of the other reasons AC/2 is on machines is because its cheap. I'd love hear people ******** about how there is a LRM launcher shortage in Davion because of the Liaos and everyone having to switch to AC/2s....
Edited by Joe Luck, 04 July 2012 - 01:52 PM.
#143
Posted 04 July 2012 - 01:51 PM
You know the rules and so do I.
Edited by Hayashi, 05 July 2012 - 03:33 AM.
Flamers go into energy hardpoints in 'Mechs, not the forums. Please keep disagreement to the realm of discussion and reason, not personal attacks. Thanks.
#144
Posted 04 July 2012 - 08:25 PM
#145
Posted 05 July 2012 - 02:25 AM
Odanan
![Posted Image](http://static.mwomercs.com/img/allegianceIcons/house_LoneWolf.png)
I've been playing Battletech (table-top) and all Mechwarrior computer series for the last 20 years, so I can say I'm a long time fan.
It's only me or more people think the Autocannons 2 and 5 are seriously underpowered? They weight too much, use ammo (which is always a risk) and deal a very small damage. OK, they are long range, but any mech can sustain single 2s and 5s of damage for a many turns.
The "Rapid-Fire" rule (two shots at the same time, with the risk of complications) improves the use of these weapons, but will it be implemented in the game? Please, devs, say yes!
I would suggest the developers to make it possible for the pilot to shoot again immediately after a shot with the autocannon: the second shot would be harder to hit and has a small chance to jam/destroy the gun. [/color]
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Edited by Future Perfect, 05 July 2012 - 02:26 AM.
#146
Posted 05 July 2012 - 02:48 AM
#147
Posted 05 July 2012 - 03:02 AM
By removing the base model, you'd put the existence and usefulness of all the other types of AC2 into question, simply because the reference is missing. And before you say the AC2 doesn't work or is useless, consider the various ammunition types that you are able to use with the base model. That should bring you around, hopefully.
#148
Posted 05 July 2012 - 03:24 AM
CCC Dober, on 05 July 2012 - 03:02 AM, said:
By removing the base model, you'd put the existence and usefulness of all the other types of AC2 into question, simply because the reference is missing. And before you say the AC2 doesn't work or is useless, consider the various ammunition types that you are able to use with the base model. That should bring you around, hopefully.
When you get into beta test the usefullness of the AC/2.
Edited by Future Perfect, 05 July 2012 - 03:24 AM.
#149
Posted 05 July 2012 - 03:35 AM
#150
Posted 05 July 2012 - 03:44 AM
BlackAbbot, on 05 July 2012 - 02:48 AM, said:
Hell yeah! I was kind of hoping for a Jagermech. Bring on those cannons!
On a side note, this topic should probably be locked. It's now entirely obsolete.
#151
Posted 05 July 2012 - 12:19 PM
Incunabulum
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It's only me or more people think the Autocannons 2 and 5 are seriously underpowered? They weight too much, use ammo (which is always a risk) and deal a very small damage. OK, they are long range, but any mech can sustain single 2s and 5s of damage for a many turns.
AC/2's *are* useless and AC5's not much better - though an ultra-5 (especially a clan one) is a good main weapon for a light mech.
AC2's have incredible range, but do dick for damage while 5's are better but I'd rather spend the mass/volume on large laser/hs combo - 6 crits with unlimited ammo vice the AC5's 5 for 20 shots at the same mass, along with no ammo explosions. The only drawback is generating 4 net heat with the laser instead of 1.
And that's in TT, in VG the long ranges and slow projectile speeds for direct fire weapons means that capability is mostly wasted. No lead reticle (not-even an iron bracket) means that either you only use them against stationary targets (and only get a couple of shots before he starts moving) or you're REALLLLLY damn good at computing lead by eye.
Edited by Future Perfect, 05 July 2012 - 12:24 PM.
#152
Posted 05 July 2012 - 12:45 PM
Future Perfect, on 26 June 2012 - 07:10 AM, said:
Too bad that you lack the skills to actually debate then.
And you are the one who got it locked down so just sod off.
Dude... You are liking your own posts and it actually shows us that you are.
That... that is just awesomely hilarious is what that is.
Keep on winning, dude.
#153
Posted 05 July 2012 - 02:08 PM
I also did the same thing in a Dire Wolf in MW4 I think it was like 12-14 UAC2's ...my gosh could I shred armor like no one's business from 1k meters. Although, if I lost my support I was screwed because I was sooooooooo slow. Oh well, it was a blast.
Future Perfect, I'm not exactly sure if you're really taking this entire game/project from it's intended perspective. It's supposed to be about "team" gameplay. If I can scout forward and stay at 1000 meters and pelt away at the enemy and take their attention off my assault/heavies till they get within firing range. Then I've done my job. This isn't a 1 on 1 grudge match for the most of the gameplay. I'm sure it's doable, but then at the same time, if that is the case, then you're probably not going to take my scout mech idea. Which is fine. It's called combat field adaptability. You adapt to your team and what you can do for them. If I can scout out and around, ID them and then take their focus off the rest of my team. Good on me for being a team player. Because despite them not being overly powerful "per" shot, when you're lumping them together and at high fire rates, with a fair amount of ammo, I will shred your back armor if you decide to ignore me.
Tactics are the key to success on the battlefield. The biggest baddest weapon in your arsenal won't do you any good, if you don't know how to use it to it's best and most effective potential.
Not only that, I want to see more variety on the battlefield. MW4 got boring when no one would take anything but the heaviest weapons on their mechs. It wasn't so much skill as who could recycle their weapons quicker and get that first lucky shot. (Or who's back-up showed up first and sniped you in the back while you were focused on his lance mate.) My point is, I don't want it simplified just because it may not be blarringly obvious of how to make the most out of a weapon. In fact, I applaud anyone who uses the unconventional weapons to extraordinary success in Mechwarrior. That shows me the signs of not a good pilot, but a great pilot. That uses his head and then his fists and not the other way around.
#154
Posted 05 July 2012 - 04:15 PM
#155
Posted 05 July 2012 - 04:56 PM
This forum no longer has a purpose.
#156
Posted 05 July 2012 - 04:58 PM
#157
Posted 05 July 2012 - 07:52 PM
#158
Posted 05 July 2012 - 10:54 PM
#159
Posted 06 July 2012 - 02:25 AM
#160
Posted 06 July 2012 - 04:49 AM
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