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Question About Clan Uacs


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#1 Voodoo Circus

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Posted 06 December 2014 - 05:52 AM

Quick question
Clan UAC/10 = 4 shots

10 dmg for each shot? is that how it works?

2 volleys = 80 dmg?

Edited by Voodoo Circus, 06 December 2014 - 05:58 AM.


#2 NovaWasp

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Posted 06 December 2014 - 05:53 AM

2.5 per shot then you can shoot again during cooldown.

#3 151st Light Horse Regiment

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Posted 06 December 2014 - 05:59 AM

It's the whole burst that counts as the damage, not a single hit.

Idk how it works with the UAC5 which only firest 4 shots. 1.25 dmg per hit?

#4 Voodoo Circus

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Posted 06 December 2014 - 05:59 AM

View PostNovaWasp, on 06 December 2014 - 05:53 AM, said:

2.5 per shot then you can shoot again during cooldown.


So a UAC/5 would be half that value right?

Isnt it better to use a AC10 then? since it garantees the 10 points on one location?

#5 Willard Phule

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Posted 06 December 2014 - 06:05 AM

View PostVoodoo Circus, on 06 December 2014 - 05:52 AM, said:

Quick question
Clan UAC/10 = 4 shots

10 dmg for each shot? is that how it works?

2 volleys = 80 dmg?


In an effort to make Clan things different than IS, as well as increasing time to kill (TTK), PGI decided that Clan autocannons would shoot bursts as opposed to a single, large projectile. Which kind of makes sense, since the Clans continued to develop their weapon technology while the Inner Sphere was bombing itself back into the stone age. Inefficiency is progress, right? I mean, at PGI it is, so one would assume it's the same all over.

Depending on the build you're running, you might want to play around with LBX10s instead of UAC10s. They take a little getting used to, but at least you're not spamming ammo all over the place and they do tend to get crits a bit more often, depending on the circumstances.

#6 B L O O D W I T C H

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Posted 06 December 2014 - 06:17 AM

View PostVoodoo Circus, on 06 December 2014 - 05:59 AM, said:

So a UAC/5 would be half that value right?

Isnt it better to use a AC10 then? since it garantees the 10 points on one location?



clan ACs don't fire single rounds for now. some issues with different ammunition to load for a single weapon.

#7 Yosharian

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Posted 06 December 2014 - 06:29 AM

I thought it was 3 shots per firing cycle for Clan UAC?

#8 LordKnightFandragon

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Posted 06 December 2014 - 06:32 AM

View PostWillard Phule, on 06 December 2014 - 06:05 AM, said:


In an effort to make Clan things different than IS, as well as increasing time to kill (TTK), PGI decided that Clan autocannons would shoot bursts as opposed to a single, large projectile. Which kind of makes sense, since the Clans continued to develop their weapon technology while the Inner Sphere was bombing itself back into the stone age. Inefficiency is progress, right? I mean, at PGI it is, so one would assume it's the same all over.

Depending on the build you're running, you might want to play around with LBX10s instead of UAC10s. They take a little getting used to, but at least you're not spamming ammo all over the place and they do tend to get crits a bit more often, depending on the circumstances.



WHy couldnt they have simply made the Clan ACs 2 shots instead of 4....massive damage spread+ massive jam rate=useless weapon...

#9 Voodoo Circus

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Posted 06 December 2014 - 06:48 AM

well sticking to gauss then
might give that LBX a try
thanks for the answers guys

#10 Willard Phule

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Posted 06 December 2014 - 07:01 AM

View PostLordKnightFandragon, on 06 December 2014 - 06:32 AM, said:



WHy couldnt they have simply made the Clan ACs 2 shots instead of 4....massive damage spread+ massive jam rate=useless weapon...


Why did they leave IS autocannons with X damage to a single location (efficient) and make the Clan autocannons X damage to however many locations you hit because you can't hold your aim still (inefficient)?

If you're a good shot, the IS UAC5 is far more useful than the CUAC5. That's even more evident with the IS AC20.

#11 Yosharian

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Posted 06 December 2014 - 07:06 AM

Clan UAC5 = 5 damage split between 3 shots = 1.67 damage per shot

Clan UAC10 = 10 damage split between 4 shots = 2.5 damage per shot

Personally I have switched to LB5/LB10 on all my Clan mechs that use ballistics, because they reload faster (Clan UACs have to wait for the firing cycle to end before beginning reload period).

Edited by Yosharian, 06 December 2014 - 07:08 AM.


#12 NovaWasp

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Posted 06 December 2014 - 07:19 AM

IS autocannons are that way, because at the time they were implemented, they were still trying to stay closer to tabletop. Autocannons deal their damage to one location in TT. By the time the clans rolled around they were making slightly more reasonable decisions.

Clan Bursts and damage
AC2 - 2 - 1
AC5 - 3 - 1.66
AC10 - 4 - 2.25
AC20 - 5 - 4

LBX do 1 per pellet like IS LBX10. LBX5s seem to bee the Sweet Spot based on spread.

Since they are the same weight as the UACs without double tap the apocryphal clan ACs are a bad choice. They have the same spreads and damages. They exist because the clan LBXs are supposed to have ammo switching.

#13 Angel of Annihilation

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Posted 06 December 2014 - 08:58 AM

View PostYosharian, on 06 December 2014 - 07:06 AM, said:

Clan UAC5 = 5 damage split between 3 shots = 1.67 damage per shot

Clan UAC10 = 10 damage split between 4 shots = 2.5 damage per shot

Personally I have switched to LB5/LB10 on all my Clan mechs that use ballistics, because they reload faster (Clan UACs have to wait for the firing cycle to end before beginning reload period).



I have to admit that in general I find for the Clan's that the LB series to be more efficient. The thing you have to consider it that both are going to spread damage all around, however the LB series doesn't require you to stand out in the open and try to hold the burst on your target, instead you can just aim, fire and pull back into cover very quickly. Also LBs allow quick reaction snap shots. Further they don't jam. Another thing is they are rather good at getting crits and finally, if your close enough, the shot spread can be contained to just one section of the enemy mech making them effective as a solid shot AC.

UAC are rather good at suppression though as it is very hard to concentrate and aim when your getting rocked by hits very quickly so they do have their uses.

#14 SaltBeef

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Posted 06 December 2014 - 09:00 AM

Yeah your better off using alternative weaponry. The Clan autocannons in their currrent state are garbage. They sound cool have great visual effects but spread damage worsd than lrms or streaks.Only way AC are useful is too boat them on a dire and even that is not effective you will burn through 1500 rounds of uac5 for meager results. Yes we will go into CW with hardly any AC on our mechs for Balance. Good news is you will master the heatsink puzzles. Master maximizing energy loadout but will still ride the red line for heat.

Edited by SaltBeef, 06 December 2014 - 09:01 AM.


#15 Angel of Annihilation

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Posted 06 December 2014 - 09:01 AM

View PostNovaWasp, on 06 December 2014 - 07:19 AM, said:

IS autocannons are that way, because at the time they were implemented, they were still trying to stay closer to tabletop. Autocannons deal their damage to one location in TT. By the time the clans rolled around they were making slightly more reasonable decisions.

Clan Bursts and damage
AC2 - 2 - 1
AC5 - 3 - 1.66
AC10 - 4 - 2.25
AC20 - 5 - 4

LBX do 1 per pellet like IS LBX10. LBX5s seem to bee the Sweet Spot based on spread.

Since they are the same weight as the UACs without double tap the apocryphal clan ACs are a bad choice. They have the same spreads and damages. They exist because the clan LBXs are supposed to have ammo switching.



The Clan ACs should just fire solid shot, though if they did, I think they would completely obsolete both UAC and LB series guns on clan mechs. I know I would swap all mind out in a heart beat. Hell alot of my mechs would be rebuild around solid shot Clan ACs if they were introduced.

Honestly Clan ACs are some of the worst weapons in the game.

Edited by Viktor Drake, 06 December 2014 - 09:02 AM.


#16 Brody319

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Posted 06 December 2014 - 09:05 AM

the Clan UAC 5s aren't bad. set them to chain fire and put 2 of them on a mech and you can get a constant stream of death. UAC 20s have some extreme drop rate that makes them pretty useless even at close ranges.

#17 Kaeb Odellas

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Posted 06 December 2014 - 09:33 AM

The Clan AC's bursts should be twice as fast as they are now.





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