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So We Will Get Ac2 Gh Removal Again?


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#1 Macster16

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Posted 02 February 2015 - 11:51 PM

A few days ago, ghost heat was temporarily removed on the AC2 for testing, but had to be promptly reversed because it somehow screwed with clan arm actuators.

Have PGI figured why this happened and can we expect a second go at GH-free AC2s? I so wanted to try a 6 AC2 dakka crab, but I was at work and by the time I got home, the "fix" was reversed.

#2 Mycrus

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Posted 02 February 2015 - 11:56 PM

Nope because hard™

#3 Davers

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Posted 03 February 2015 - 12:11 AM

You have to wonder why GH would effect the Clan actuators in the first place.

#4 Macster16

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Posted 03 February 2015 - 12:38 AM

View PostDavers, on 03 February 2015 - 12:11 AM, said:

You have to wonder why GH would effect the Clan actuators in the first place.

Yeah it's totally bizarre. I know coding is intricate work and changing one thing somewhere can affect something somewhere else, but heat mechanics and arm actuators? I can understand it affecting something else heat related, but arm actuators makes no bloody sense. The game's coding sounds like it's a dog's breakfast.

#5 Triskelion

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Posted 03 February 2015 - 12:39 AM

View PostMacster16, on 02 February 2015 - 11:51 PM, said:

A few days ago, ghost heat was temporarily removed on the AC2 for testing, but had to be promptly reversed because it somehow screwed with clan arm actuators.

Have PGI figured why this happened and can we expect a second go at GH-free AC2s? I so wanted to try a 6 AC2 dakka crab, but I was at work and by the time I got home, the "fix" was reversed.


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

#6 Matthew Ace

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Posted 03 February 2015 - 03:30 AM

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.

Edited by Matthew Ace, 03 February 2015 - 03:30 AM.


#7 Cyborne Elemental

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Posted 03 February 2015 - 03:47 AM

As long as the staggerfire Ghost heat is gone like they did for the brief and beautiful moment.

I tried out my Jag-DD with quad AC-2 and it still wasn't very effective other than making me smile a little.
Even without Ghostheat it was pretty hot, and alot of facetime was involved.

Range needs to come back, or heat needs to come down to 0.85 or 0.9 (from 1.0)

Edited by Mister D, 03 February 2015 - 03:47 AM.


#8 Mudhutwarrior

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Posted 03 February 2015 - 03:53 AM

Ac2s really only useful when you macro them so it takes it right our of general population. If I have to use macros to be effective I wont play. Just tells me the game is broken and exploits are the only way to win for many.

#9 zagibu

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Posted 03 February 2015 - 04:01 AM

Ghost heat is so not the problem of this weapon. The problem is the pathetic damage for the invested tons. No amount of tweaking can fix this fundamental problem, and since PGI won't touch crit slots or weight, aside from a massive damage boost, there is nothing that can be done for this weapon.

#10 Hobo Dan

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Posted 03 February 2015 - 04:12 AM

I can't speak for 4xAC/2 Jagers, but in that brief, beautiful time I found the 6xAC/2 King Crab to be very effective. Heat was far more manageable, damage was good. Best part was the deer in headlights look whenever I got a clear firing line and went weapons free.

#11 PurpleNinja

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Posted 03 February 2015 - 04:14 AM

View PostDavers, on 03 February 2015 - 12:11 AM, said:

You have to wonder why GH would effect the Clan actuators in the first place.

I have worked several years on IT companies and never ceased to be utterly amazed how two completely unrelated subjects can be affected by the smallest changes on each other.

Just coding things.

Anything can happen.

#12 Telmasa

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Posted 03 February 2015 - 04:35 AM

View Postzagibu, on 03 February 2015 - 04:01 AM, said:

Ghost heat is so not the problem of this weapon. The problem is the pathetic damage for the invested tons. No amount of tweaking can fix this fundamental problem, and since PGI won't touch crit slots or weight, aside from a massive damage boost, there is nothing that can be done for this weapon.


You so do not know anything about the AC/2.

It's purely a DPS long-range monster. It's not supposed to hit like a brick, but over a span of time the amount of damage it can pump out can outweigh that from an AC/20 - and, it's meant to be fired either in arrays or as a support weapon, a single AC/2's never been a mainstay.

The current issue is, with the ghost heat scale, you can only fire the AC/2 5-6 times without overheating. Meaning maybe 3-4 seconds of continous fire.

Maximum 3-4 seconds of continous fire, on a weapon whose sole advantage is DPS (and range).

You don't see that as THE one problem with the thing?

To put this in perspective, in terms of heat generation, that's like firing 4PPCs or ERLL all at once, plus a couple seconds into the cooldown.

That isn't to say that AC/2s are impossible to use like that - it's very difficult, even if you are REALLY on your toes about your heat, but it's possible - BUT, to make it an effective weapon under these circumstances puts it on a level of difficulty multiple levels above & beyond anything else in the game. Even making use of flamers would be easier to figure out.


I just hope the AC/2 thing can be fixed/tested soon, cause for a short while there it was fun seeing AC/2 plinkers running around again (and woe were the players who try to stay in the open in front of the 6 AC/2 crab...hehe).

Edited by Telmasa, 03 February 2015 - 04:37 AM.


#13 L3mming2

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Posted 03 February 2015 - 04:39 AM

i realy hope, so i want to test a 6 x C-UAC/2 wale

#14 athlonduke

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Posted 03 February 2015 - 05:01 AM

no ghost heat on lbx2, makes for fun dakka-dakka whale :P
spread on it isn't horrible. upclose I've shred medium/heavy mech pretty quick

#15 Curccu

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Posted 03 February 2015 - 05:17 AM

Even without ghost heat they have to up AC2 dps back to former 4 or close to it for them to be effective.

#16 zagibu

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Posted 03 February 2015 - 06:13 AM

View PostTelmasa, on 03 February 2015 - 04:35 AM, said:


You so do not know anything about the AC/2.

It's purely a DPS long-range monster. It's not supposed to hit like a brick, but over a span of time the amount of damage it can pump out can outweigh that from an AC/20 - and, it's meant to be fired either in arrays or as a support weapon, a single AC/2's never been a mainstay.

The current issue is, with the ghost heat scale, you can only fire the AC/2 5-6 times without overheating. Meaning maybe 3-4 seconds of continous fire.

Maximum 3-4 seconds of continous fire, on a weapon whose sole advantage is DPS (and range).

You don't see that as THE one problem with the thing?

To put this in perspective, in terms of heat generation, that's like firing 4PPCs or ERLL all at once, plus a couple seconds into the cooldown.

That isn't to say that AC/2s are impossible to use like that - it's very difficult, even if you are REALLY on your toes about your heat, but it's possible - BUT, to make it an effective weapon under these circumstances puts it on a level of difficulty multiple levels above & beyond anything else in the game. Even making use of flamers would be easier to figure out.


I just hope the AC/2 thing can be fixed/tested soon, cause for a short while there it was fun seeing AC/2 plinkers running around again (and woe were the players who try to stay in the open in front of the 6 AC/2 crab...hehe).


But that's exactly it. There are only 5 mechs who can fit 4 or more AC/2s, and even those are generally better off if they switch to other ballistics, because DPS requiring extensive face time is very rarely useful in this game. And a support weapon for 7 tons is not really a support weapon anymore, wouldn't you agree?

I understand your viewpoint, though, because long range DPS is about the only thing the AC/2 can ever do if nothing about tonnage and damage is changed. As such, it will only be useful for a handful of very situational builds, but at least it won't be completely useless, such as the flamer.

#17 LordMelvin

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Posted 03 February 2015 - 08:48 AM

I like to run laser heavy builds with missiles or ballistics as low heat for when the fight gets close or I'm riding the heat line. I've got a 5N with 2x LL, 1x ML and 1x AC2. It's certainly not the most explodey build but slapping someone with a couple AC2 shots is usually enough to make them duck back into cover.

I would love to see ghost heat removed on them though since I never got a chance to play around with the ridiculous dakka walls of yore.

#18 ollo

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Posted 03 February 2015 - 12:18 PM

Waiting for no-GH AC2s, too. Maybe a valid build for the 6 ballistic zoidberg, currently, it's not.

#19 Deathlike

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Posted 03 February 2015 - 12:27 PM

Until they magically "not link" AC2s to Clan Actuators (I can kinda see the relation to the rule of ACs on Clan Arms to how the bug is created.... but it's more "lol what" though), I doubt this is in the cards until they stop breaking other things in the process.

#20 Rizzelbizzeg

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Posted 03 February 2015 - 12:29 PM

View PostPurpleNinja, on 03 February 2015 - 04:14 AM, said:

I have worked several years on IT companies and never ceased to be utterly amazed how two completely unrelated subjects can be affected by the smallest changes on each other.

Just coding things.

Anything can happen.

^^
This guy gets it, cheers!

Edited by Rizzelbizzeg, 03 February 2015 - 12:29 PM.






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