Damage Question, A/c Vs. U-A/c
#1
Posted 12 February 2015 - 04:44 PM
I started with a Hunchback and could see the effectiveness of the single projectile that results when you trigger the weapon. I eventually picked up a StormCrow and equipped it with the aforementioned C-U-A/C20.
The C-U-A/C20, of course, fires a multi-shot burst (let's call it 4 projectiles) when the trigger is pulled. Is each of those 4 projectiles supposed to carry 20 damage? Or is the rated damage spread over the whole burst, so that each projectile only inflicts a portion of the rated damage (call it 5 damage points per projectile, if we continue with the assumed 4-shot burst)?
Or what?
I've dumped 2 to 3 bursts (call it 8-12 projectiles) into the CT of numerous mechs, at point-blank range; only to have them not only survive, but kill me with lasers while I was hosing them with the A/C. Some of those mechs were shut down from overheating. They were stationary, I was stationary. No misses. If each round of U-A-C/20 carries 20 damage, then those mechs survived 160-240 damage points to the CT. Then restarted from overheat and killed me.
That doesn't seem possible, which is why I'm asking this question. Is the rated damage of 20 supposedly carried by each projectile or is it averaged out over each projectile in a burst? Or what?
TIA,
Tommy
#2
Posted 12 February 2015 - 04:58 PM
EDIT: Shameless plug
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Edited by SethAbercromby, 12 February 2015 - 07:07 PM.
#3
Posted 12 February 2015 - 05:10 PM
#4
Posted 12 February 2015 - 06:34 PM
Tommy
#5
Posted 12 February 2015 - 06:50 PM
Tommy Teas, on 12 February 2015 - 06:34 PM, said:
Tommy
Bursts.
C-AC's have slightly different stats than c-UAC's, but do the same damage and fire the same way.
C-UAC's are hotter, generally shorter ranged and can fire again while cooling down (tap the fire button again) with the risk of jamming.
#6
Posted 13 February 2015 - 12:55 AM
CLAN UAC's and AC's
AC2= 2 shots @ 1 damage each
AC5= 3 shots @ 1.67 damage each
AC10= 4 shots @ 2.5 damage each
AC20= 5 shots @ 4 damage each
I actually like Clan UAC's better than IS AC's. Since I typically build ballistic heavy, I want maximum dakka to disorient and confuse anyone I am staring down to reduce the damage coming back at me.
Edit: Also, right now it is better to take C-UAC's over standard C-AC's. They act in the same manner, but recycle faster. They are a better weapon even if you DON'T use the double-fire option.
SethAbercromby, on 12 February 2015 - 04:58 PM, said:
EDIT: Shameless plug
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I will +1 your shameless plug. All the AC's need an overhaul really bad. Also I have always wanted the IS-UAC5 to be burst fire rather than the double tap/jam mechanic. Like it fires three - 5 damage rounds in .5 seconds, then goes on cooldown for 4.5 seconds. Something like that.
Edited by Punk Oblivion, 13 February 2015 - 12:58 AM.
#7
Posted 13 February 2015 - 01:19 AM
Lasers... They are on for about 2 seconds and during that time you can drag them all over. Does this mean that anything those lasers touch does the maximum damage, or is that damage spread out over the time its on target. I am thinking the latter, or pulse lasers dont make sense...
#8
Posted 13 February 2015 - 01:29 AM
Icthelion, on 13 February 2015 - 01:19 AM, said:
Lasers... They are on for about 2 seconds and during that time you can drag them all over. Does this mean that anything those lasers touch does the maximum damage, or is that damage spread out over the time its on target. I am thinking the latter, or pulse lasers dont make sense...
#9
Posted 13 February 2015 - 03:35 AM
Wintersdark, on 12 February 2015 - 06:50 PM, said:
C-AC's have slightly different stats than c-UAC's, but do the same damage and fire the same way.
C-UAC's are hotter, generally shorter ranged and can fire again while cooling down (tap the fire button again) with the risk of jamming.
one more thing about the diferances between Clan regular Auto Cannons and Can Ultra Auto Cannons, the regular ACs are larger and more expensive than the UACs, origionaly PGI had planned on giving the Clans select fire (you can take both slug and shot ammo and can chose which to fire) LBX ACs, but had trouble making those work, so as a temporary measure until they could get select fire working they added Clan regular ACs, when (if) PGI get select fire working all Clan standard and LBX ACs will magically transform into those new select fire LBX ACs, because of this the Clan standard ACs cost exactly the same and take up exactly the same amount of space as the Clan LBX ACs
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