What's Up With Clan Autocannons?
#1
Posted 26 March 2015 - 05:11 PM
I don't think they are supposed to do that...
#2
Posted 26 March 2015 - 05:13 PM
#3
Posted 26 March 2015 - 05:18 PM
joke guns, laser vomit or else....
#4
Posted 26 March 2015 - 05:28 PM
Anyways, OP, have you tried contacting support?
#5
Posted 26 March 2015 - 05:30 PM
crustydog, on 26 March 2015 - 05:11 PM, said:
I don't think they are supposed to do that...
One, contact support if you haven't.
Two, can you get an image of regular autocannons jamming?
Three, can you produce steps to recreate this issue?
#6
Posted 26 March 2015 - 05:42 PM
#7
Posted 26 March 2015 - 05:46 PM
Perhaps it's time to fix it then - I like cannons... the bigger the better.
"...can you get an image of regular autocannons jamming?"
An image of the weapon not firing? I'm not sure I can...
Steps to recreate... I point and shoot - and the weapon does not always fire as advertised.
That sort of thing gets you killed around here.
The specific weapon in question is the standard Clan Autocannon/10 - supposed to fire a few rounds with each trigger pull - sometimes only fires once or twice - sometimes not at all - very unreliable.
Before I contact support, I was wondering if anybody else has seen this - or is it just that Clanners have given up using this weapon altogether?
#8
Posted 26 March 2015 - 05:59 PM
Edited by Xetelian, 26 March 2015 - 05:59 PM.
#9
Posted 26 March 2015 - 06:00 PM
All clan AC (non UAC) have lower DPS than their IS counterparts, cooldowns are longer.
Clan UAC maintains matched cooldowns to IS autocannons, making them the only valid choice + they can doublefire for double DPS (+jam rolls on doubles).
Some Clan AC have slightly better range than IS counterpart, but its less effective because of burst.
All Clan AC/LBX are 1 slot size larger than the clan UAC counterpart, but weigh the same.
All clan AC/LBX (not UAC) are intended to be the same weapon, except have ammo swap capability eventually narrowing it down to only CLAN-LBX/CLAN-UAC/GAUSS for heavy ballistics.
Clan AC's should never jam ever and clan Ultra-AC should only jam if you double tap.
Edited by Mister D, 26 March 2015 - 06:38 PM.
#10
Posted 26 March 2015 - 06:15 PM
I usually use the ultra's but I did run into some similar issues a while back. I just figured it was my Razr Naga mouse which has issues with mouse 1 and 2. The same mouse made using the gauss (cooldown) erratic as it would sometimes stop charging or let one fly when I didn't want it to. Though it's probably something different.
Edited by Sorbic, 26 March 2015 - 06:16 PM.
#12
Posted 26 March 2015 - 06:28 PM
Johnny Z, on 26 March 2015 - 05:42 PM, said:
This isn't clan vs. IS, silly monkey. Put your axe away, this isn't a grindstone.
When you bring your pet complaints into totally unrelated threads, you don't bring attention to your cause, you just get tiresome.
#13
Posted 26 March 2015 - 06:29 PM
#14
Posted 26 March 2015 - 06:30 PM
zagibu, on 26 March 2015 - 06:23 PM, said:
UAC offers higher base DPS if you don't double tap, thus they outperform standard Clan-AC's right from the very first shot since they are both burst-fire weapons and function exactly the same where it counts.
Its not weird, its what it is.
Edited by Mister D, 26 March 2015 - 06:31 PM.
#15
Posted 26 March 2015 - 06:31 PM
crustydog, on 26 March 2015 - 05:46 PM, said:
Perhaps it's time to fix it then - I like cannons... the bigger the better.
"...can you get an image of regular autocannons jamming?"
An image of the weapon not firing? I'm not sure I can...
Steps to recreate... I point and shoot - and the weapon does not always fire as advertised.
That sort of thing gets you killed around here.
The specific weapon in question is the standard Clan Autocannon/10 - supposed to fire a few rounds with each trigger pull - sometimes only fires once or twice - sometimes not at all - very unreliable.
Before I contact support, I was wondering if anybody else has seen this - or is it just that Clanners have given up using this weapon altogether?
I use CAC's on occassion, because they have different stats from CUAC's. I've never had a problem with them failing to fire, but I don't think I've used the CAC10 in particular since the last patch - it may have introduced a bug. Take video, start firing, if this happens then post the video.
To be clear, you're saying they're not firing, or not firing complete bursts - but NOT that they are jamming like (clan) Ultra Autocannons (which also brings up a "WEAPON JAMMED" notification and turns the cooldown bar red), correct?
FupDup, on 26 March 2015 - 06:29 PM, said:
They aren't the same.
The CAC2 and arguably CAC10 are in some cases superior to the CUAC2 and CUAC10.
If you were just asking "why are you using clan AC's" ... well, that's another question
#16
Posted 26 March 2015 - 06:35 PM
Wintersdark, on 26 March 2015 - 06:31 PM, said:
The CAC2 and arguably CAC10 are in some cases superior to the CUAC2 and CUAC10.
If you were just asking "why are you using clan AC's" ... well, that's another question
CAC/10: 2.9 second cooldown, 5 critical slots, 2 heat per shot
CUAC/10: 2.5 second cooldown, 4 critical slots, can double tap, 3 heat per shot
The -1 point of heat is pretty pointless when you only have 3 heat to begin with. Since you have a slower base cooldown, and are bulkier, and can't double tap, it's inferior as a whole.
CAC/2: 3 critical slots, 900m on-paper range
CUAC/2: 2 critical slots, can double tap, 810m on-paper range
So you get your optimal range extended out by 90 meters. The caveat here is that class-2 autocannons are garbage at long-range combat. At 900 meters, it's still pointless tickling, especially if you're getting pumped full of Gauss/ERLL/CLPL/quirked PPCs/actually good ACs/etc. Not worth it.
Edited by FupDup, 26 March 2015 - 06:39 PM.
#17
Posted 26 March 2015 - 06:36 PM
Mister D, on 26 March 2015 - 06:30 PM, said:
Its not weird, its what it is.
The stat differences vary by caliber.
The ones where you can make an argument for the CAC are the 2's and 10's.
This is because:
The CAC2 has a noticeably longer range (900m vs. 810m optimal) and the same DPS if you're not doubletapping, same heat. It's kinda awkward to doubletap with CUAC2's as well, and jamming is blarg. As such, the CAC2 is pretty much just better.
The CAC10 does do slightly less dps due to a slower cycle time (2.9vs. 2.5) however, it generates .69HPS vs. the CUAC's 1.2 HPS - that is, it generates pretty much half the heat due to that slower cycle (not good) and 2/3rds of the heat generation per shot (awesome).
#18
Posted 26 March 2015 - 06:40 PM
FupDup, on 26 March 2015 - 06:35 PM, said:
CUAC/10: 2.5 second cooldown, 4 critical slots, can double tap, 3 heat per shot
The -1 point of heat is pretty pointless when you only have 3 heat to begin with. Since you have a slower base cooldown, and are bulkier, and can't double tap, it's inferior.
CAC/2: 3 critical slots, 900m on-paper range
CUAC/2: 2 critical slots, can double tap, 810m on-paper range
So you get your optimal range extended out by 90 meters. The caveat here is that class-2 autocannons are garbage at long-range combat. At 900 meters, it's still pointless tickling, especially if you're getting pumped full of Gauss/ERLL/CLPL/quirked PPCs/actually good ACs/etc.
Well, class 2 AC's are garbage at everything. They're as good at long range combat as they are at close range combat, though, so if you're bringing one it's likely as a long range weapon (because otherwise, why?) As such, range is a bonus, and the doubletapping is as I said difficult to do effectively and really not worth it ever (too many opportunities for a REALLY long jam causing massive DPS loss). The CUAC2 is absolutely not strictly better.
The class 10 AC does 5 damage per point of heat generated, the UAC does 3.33. As such, on a hot build, there's a good argument for use of the AC.
But here I go, rambling off topic like I spouted off at Johnny for
#19
Posted 26 March 2015 - 06:41 PM
Johnny Z, on 26 March 2015 - 05:42 PM, said:
Johnny, we've had this discussion several times, clan AC's/LBX/UAC do the same damage as IS counter parts, just in burst of each round/pellet doing a percentage of the total damage.
#20
Posted 26 March 2015 - 06:46 PM
Wintersdark, on 26 March 2015 - 06:40 PM, said:
UAC/2 at least allows for a little bit more tickling when you have the opportunity, or you can single-fire when you don't want to jam. For snipzors warz you're better off with lazor vomit, even the CLPL probably does way more damage at 900m than the CAC/2 does.
EDIT: Actually, without any modules or TC, that CLPL will be doing 7.5 damage at 900m. ggclose.
Of course, both are poop at the end of the day, so...
Wintersdark, on 26 March 2015 - 06:40 PM, said:
In those situations where you are near the top of the heat bar, you can like choose to, like, not double tap or shoot at the full rate. So you still get that optional heat-saving mode when you want to use it, and you get faster damage output when your heat bar permits it. There's no toggle button that forces the gun to go full auto all the time.
Edited by FupDup, 26 March 2015 - 06:48 PM.
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