SnagaDance, on 27 March 2015 - 02:02 AM, said:
AC/2's used to be much better when their maximum range was still at 3 times the optimal range instead of 2 times. This way they still did lots of damage at moderate range. Their screen shake effect was also bigger in the past. Which actually led to lots of "Plz Nerf AC/2!!1!" threads as 4 AC/2 Jagers were sawing right through mechs who didn't realise the danger.
I only got myself a quad AC/2 Jager after the nerf but it's more of a joke-mech, I just love the dakka-dakka sound of it. It might still work versus a careless IS mech but with the way Clan mechs punish you for the facetime needed to wield these weapons it's really a build of the past.
That said they can still do a good amount of damage when ignored and they still have one positive factor.....they're annoying. It's annoying to have your cockpit plinked by incessant small caliber autocannon rounds and because of this can draw attention. I've got a few mechs of mine that use a single AC/2 to purposely annoy enemies and distract them from bigger threats in my team. While at the same time my remaining weaponry can still hurt them if they just try to ignore me of course.
I had surprising success with an AC2 Raven 4X before the wipe. The AC2 was actually functional as a suppression weapon at the time, and guasskitties tried to stare through it far more often than was prudent. Nowadays though? The only mech I have mounting any kind of AC2 is my Adder with an LB2. Which was kind of a joke build, despite its tendency to build good numbers in CW.
Tahribator, on 27 March 2015 - 06:18 AM, said:
I made an analysis a few months ago:
http://raksarmory.bl...ate-of-ac2.html
Since then the ghost heat was removed (it barely made a difference) and one of the developers stated that he was happy with the state of the AC2s. He said that they should be used as a suppression weapon rather than a DPS monster/killer weapon. The result is that bringing AC2s is still a horrible idea that should be best avoided. Unless you can bring 3+. Then it starts to be somewhat effective/hilarious.
Something that wasn't mentioned in the otherwise pretty good article? Increasing the shake to something similar to what it used to be. If the devs want it to be a long range suppression weapon, it would help if it were able to actually, you know, suppress. Also good might be a projectile speed buff, since at long range people can still dodge it if they're paying attention.
I guess all I'm saying is that there are more ways to skin a cat than just dps based buffs. And I'm glad they removed ghost heat from this weapon.
Now the flamer on the other hand... Well, that beast is going to need a lot more adjustment than AC2s to be of any use at all.