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So We Will Get Ac2 Gh Removal Again?


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#61 xengk

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Posted 04 February 2015 - 10:52 AM

View PostBush Hopper, on 04 February 2015 - 02:16 AM, said:

I have a Blackjack BJ-1 in my mechbay and still wonder why you are so excited about AC/2s. Do I miss something?

(Ok, the sound is cool, but that's about it ^^)


I use a BJ-1DC and my AC2 harasser.
The 20% ballistic cooldown and 12% ballistic velocity let me pump alot of lead at a target before disappearing and relocating to pling another target. Also good for blinding someone who is brawling your team mate.

Carries 4 1/2 ton of ammo, 6x SL for point defence and late game mop up, max XL engine.

#62 wanderer

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Posted 04 February 2015 - 10:57 AM

Quote

reducing the weight by 1-2 tons would be great


Again,tonnage reduction and/or crit space changes are no-gos, as they break stock configs.

There's smaller ballistic weapons in the TT game, like light/medium/heavy rifles that have never been implemented. And some that show up later like the Magshot. Of course, MWO still hasn't gotten IS AC's to fire properly (hint: no 'Mech sized AC fires only one shell per "shot"), or LB-X autocannons to function properly on any 'Mech (no alt-fire mode).

#63 Paul Inouye

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Posted 04 February 2015 - 11:04 AM

Repost from another thread;

Just to make it clear what happened...

To make a change permanently, we would change the XML as you described. HOWEVER, this change is something we are wanting to test on a large scale.. i.e. not permanent. To do this, we have to create a special server override which gets placed on the servers that kick of matches. We have done this exact thing before without problems.

What happened last week was that the server override causes a 'Mech stat reset (by that I mean the stats that put a 'Mech together before you drop into a 'Match) when you were already dropped into a 'Match. This reset values on Omnipods including lower arm actuators which are a variable set by players. The reset changes it back to default (off) hence causing the problem with lower arm actuators "locking up".

That being said: http://mwomercs.com/...-the-ac2-try-2/

#64 Totenxcx

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Posted 04 February 2015 - 11:12 AM

Tried 6 on a king crab. Still too hot. And shame there is no ac2 cooldown module to help firepower wise.

#65 lol lol lol lol lol lol lol lol

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Posted 04 February 2015 - 11:26 AM

View PostRizzelbizzeg, on 03 February 2015 - 12:29 PM, said:

^^
This guy gets it, cheers!


Sure it's possible, but with as small of a team they have, this should be their baby... It's not like there should be that much code that was thrown around that no one knows or understands who did what, or why.

If this is the state of their program...

#66 Almond Brown

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Posted 04 February 2015 - 11:31 AM

Thanks Paul. Keep after it. The AC2 could be a fine weapon if the Heat gets set "just right" :) Maybe the Impulse value could be reduced if things start to get a little "to right" :)

#67 Kain Demos

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Posted 04 February 2015 - 11:33 AM

View PostMatthew Ace, on 03 February 2015 - 03:30 AM, said:

It's fine (as in being able to live it with, not "okay") if they can't fix it. At least lower the base heat on the weapon.


Its heat needs to be halved or the 5s will always be better.

#68 Karl Marlow

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Posted 04 February 2015 - 10:23 PM

View PostPaul Inouye, on 04 February 2015 - 11:04 AM, said:

Repost from another thread;

Just to make it clear what happened...

To make a change permanently, we would change the XML as you described. HOWEVER, this change is something we are wanting to test on a large scale.. i.e. not permanent. To do this, we have to create a special server override which gets placed on the servers that kick of matches. We have done this exact thing before without problems.

What happened last week was that the server override causes a 'Mech stat reset (by that I mean the stats that put a 'Mech together before you drop into a 'Match) when you were already dropped into a 'Match. This reset values on Omnipods including lower arm actuators which are a variable set by players. The reset changes it back to default (off) hence causing the problem with lower arm actuators "locking up".

That being said: http://mwomercs.com/...-the-ac2-try-2/

er. Why not just change the XML back when you are done instead of creating a special process?

#69 Mechwarrior Buddah

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Posted 04 February 2015 - 10:26 PM

no; the ac2 is supposed to be terrible


XD

View PostTriskelion, on 03 February 2015 - 12:39 AM, said:


Didn't really work. AC/2s generate heat too fast anyway.


Ive run a 6 ac2 DD before Ghost Heat. AFTER its a 6-7 sec monster if youre on a map like Canyon. Ive pulled 900 damage with that build XD 6 ac/2 on a crab would be interesting XD

#70 Deathlike

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Posted 05 February 2015 - 10:52 AM

View PostMister D, on 04 February 2015 - 07:05 AM, said:

The pro guys were probably so frustrated with the plink plink plink that threw their aim off, that Russ and Paul just went and pulled out the nerfbat.


Actually, that is nowhere near the case.

If anything, it's always the "lesser skilled players" that complain about it.

Chances are that if you complain about LRMs, AC2 dakka was a related complaint.

I was not really affected by it much, but that's because I don't bother with AC2s in the first place due to design.

Edited by Deathlike, 05 February 2015 - 10:53 AM.


#71 627

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Posted 05 February 2015 - 12:57 PM

Yes, it is hot. Yes it is inefficient. Yes yes yes...

You wann know what it is? Pure, awesome dakka fun! That is it.




This was my third round with that build, 16DHS and 10tons ammo. Awesome troll mech.

#72 athlonduke

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Posted 05 February 2015 - 01:45 PM

627 that is *AWESOME*





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