No Burst Fire For Normal Clan Acs
#1
Posted 21 December 2014 - 12:24 PM
And give Clans also some imba Quirks like super weapon cooldown.
#2
Posted 21 December 2014 - 12:33 PM
#3
Posted 21 December 2014 - 01:02 PM
Even IF our Single Shot AC/s weighed in at the same tonnage as the IS ones, we would still be at an advantage, because everything else is (see above).
As to the Quirks, we are getting more in the new year, but most likely, the Timberwolf and Stormcrow will be getting some negative quirks, if they get anything (They are THE BEST mechs in their weight class.....).
Personally, I would like to see our less loved chassis receive some positive quirks. The Mist Lynx, Ice Ferret, and Gargoyle, mainly, though the Kitfox, Adder, Nova and Summoner could possibly use some refinement of their quirks too.
#4
Posted 21 December 2014 - 01:39 PM
WHo would even thought about making ac60 Alpha Direwolves?
Edited by MechB Kotare, 21 December 2014 - 01:40 PM.
#5
Posted 21 December 2014 - 02:11 PM
MechB Kotare, on 21 December 2014 - 01:39 PM, said:
WHo would even thought about making ac60 Alpha Direwolves?
Any significant difference to the double gauss, double ERPPC though? 10 less damage, but 10 more in splash, and less heat. 3 AC20 is gonna suck, heat wise. Also, the reduction in range is pretty tremendous.
That said, I wouldn't mind single shot C-ACs with a lower rate of fire to IS ACs, but I also think IS UACs should have a burst mechanic too (though perhaps with one less shell per burst). Keeping in mind that Clan AC's do not really exist beyond being a placeholder for LB-X toggle mode. A relatively slow firing slug or a scattering pellet round at the flick of a switch. Yes please.
Edited by Pariah Devalis, 21 December 2014 - 02:11 PM.
#6
Posted 21 December 2014 - 04:46 PM
Leave UAC as burst, its fine.
Edited by Mister D, 21 December 2014 - 04:46 PM.
#7
Posted 21 December 2014 - 06:34 PM
#8
Posted 21 December 2014 - 08:00 PM
One could only hope that all LBX auto cannons will get selectable ammo, "bird shot" / "stream of slugs?", including the IS ones, but how will it be implemented or balanced is any ones guess.
#9
Posted 21 December 2014 - 09:17 PM
Some quirks for the IS are just crazy, like the Thunderbolt energy quirks or the LRM cooldown for the Trebuchet where you can spit LRMs half Second whise.
I Start it...... IS MECHS ARE OVERPOWERED!!!!!
#10
Posted 21 December 2014 - 09:26 PM
#11
Posted 21 December 2014 - 10:26 PM
Hornviech, on 21 December 2014 - 09:17 PM, said:
Some quirks for the IS are just crazy, like the Thunderbolt energy quirks or the LRM cooldown for the Trebuchet where you can spit LRMs half Second whise.
I Start it...... IS MECHS ARE OVERPOWERED!!!!!
In this case. I would say you are flat out wrong.
Even with those "disadvantages" the clan mechs are still well balanced against IS mechs.
The problem is not using them where they excel.
Clan lasers generate more heat, but that is almost irrelevant because of their range. You're supposed to keep your distance, and engage from range. Allowing you to cool off at your own leisure.
Fixed JJs can be a problem (like in the SMN), however, you still get much lighter, and smaller everything, along with a very good XL engine.
Honestly, you didn't focus on real disadvantages the clans have, namely the inability to change engine sizes. Though to be honest, that is more of a restriction of having an omni mech (omni mechs are built with the engines hardwired into the CT structure).
You didn't talk about beam duration being a bit problematic, especially for the ER-MPL.
You forgot the point about how ER-SLs, and ER-MLs are linked on heatscale.
BTW, LBXs never fired a single slug. In fact, the lore descriptions of them can be interpreted as them switching from bird shot, to the regular AC burst fire.
As for the quirks. PGI announced ALL THE WAY BACK, when they first mentioned the quirk pass for IS, that they would be doing one for clans. So I don't get why that's a complaint.
Clan LRMs fire in stream mode, which makes AMS countering them easier. However, they weigh significantly less, and are smaller than their IS counterparts, allowing almost every clan mech to run LRM builds, on top of their regular set up. If they had the sledgehammer effect of IS LRMs there would literally be no choice between the two.
At least now there's balance in that picking one over the other has virtues. You want light LRMs that you can slap easily, and provide quick support with, and some suppression? Go for C-LRMs. You want Big bulky, and heavy LRMs, but can provide quick support with great suppression and damage, you go for IS LRMs.
Same goes for the other weapon systems (except for Gauss, as that is just a straight up better version than the IS one in every respect.)
TL;DR: Clans are good for long range combat, poke wars, stare down contests, and DoT. IS is good at short range combat, PP FLD, and brawling.
Edited by IraqiWalker, 21 December 2014 - 10:33 PM.
#12
Posted 22 December 2014 - 06:28 AM
Second, the number of bursts should be changed. What I would hope to see is:
UAC 2 - 1 round (is 2 rounds really necessary?)
UAC 5 - 2 rounds
UAC 10 - 3 rounds
UAC 20 - 4 rounds
The only serious UAC builds are on the DWF, and that's just wrong. The major problem that I see is that the weapon nerfs have created a major dichotomy with clan mechs. The SCR and TBR are (still) very good, The HBR, MDD and DWF are good, the rest are pretty much relegated to the scrap heap. So far the quirks haven't helped. Like above, people are still suggesting nerfing the SCR and the TBR - but that doesn't help the bad mechs. PGI's decision to restrict engines, endo and ferro - have left us with very bland weapon setups. If you want to win, you use one of the above mechs, if you don't care and are just grinding up xp - you use one of the others. Hopefully PGI can change this.
#13
Posted 25 December 2014 - 10:24 PM
Sorry but a) bugger that and there is zero good reason to. it makes piloting Clan feel different and need to be played differently.
Quirks will help some of the crappy mechs (adder for example) but I doubt you will see any major changes to the tier 1 mechs
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users