ollo, on 30 November 2014 - 07:45 AM, said:
scrap +50% ammo, but give it back the 0.5s cooldown.
Like LRMs, the AC/2 suffers from a very fine line between 'balanced' and 'OP.' As I remember it, the biggest problem with the half-second cool down was that good players could keep a constant stream of fire on targets at distance, and enjoyed almost entirely the ridiculous DPS the system provided (Do the math: 2x AC/2 would spit out 8dps, but without 'PP' accuracy. You had to be pretty good at leading a moving, twisting, down-range target to get it all on the same panel!) . While certainly not the best, I got pretty handy with a pair of them on my BJ-1, and with three on a SHD-2H, what larks!
It was an awesome suppression system, which was the root of most of the QQ regarding the AC/2. I'm not sure what the game looks like now (haven't played in months) but back then, the meta was gauss/PPC combos that could put +30 dmg on a pixel at range, providing someone wasn't laying a steady stream of smoke n' shake into the shooter's field-of-vision. In that case, those big-FLD builds had to either stand out in their favorite duck-blind, trying to hit something while their cockpit shook like an earthquake and the incoming damage mounted up (8 DPS/second vs. a 'Phract's ST armor...) or twist and take cover while the enemy moved up. Good AC/2 gunners were sniper-trolls, and no one wanted that.
All the QQ, plus the introduction of the Banshee, with it's multiple, high ballistic slots and the tonnage to boat AC/2s, along with the ammo and heat sinks to run them without trade-offs, brought down the nerf-bat. Brought it down way too hard, I think.
This is why you probably never see a Banshee AC/2 boat. It's also why smaller mechs designed around multiple ballistic slots are handicapped. Every ballistic smaller than the AC/5 is pretty much junk: MG's are worthless unless you can take 4+, at which point you're probably better off with a pair of MLs. AC/2 is now too heavy and too hot to make worthwhile.
I pretty much hung up my spurs after that. I feel like the pre-nerf AC/2 was exactly the kind of weapon MW:O should encourage: difficult in the hands of the novice, lethal in the hands of good pilots. It challenged, but in turn it rewarded good play. It felt like the smaller mechs got the shaft (yet again) to make way for the heavy/assault crowd, both in terms of all the QQ from the big-FLD crowd, and also in the way the system was hamstrung to discourage it's use on big mechs with multiple high-mounted ballistic slots, like the Banshee.
I hear they quirked the BJ-1 to make the AC/2s more effective. I was thinking of taking mine out for a spin, see how it stacks up to the good-ol'-days. Anyone else tried 'em out?
It'd be nice to see the AC/2 become a valid option to consider for medium mechs again. What larks!
Edited by Tycho von Gagern, 30 November 2014 - 10:26 AM.