

Raaagggeee: Yet Another Fix Clan Auto Cannons!
#1
Posted 07 April 2015 - 01:44 PM
ok now with the semi rant: uh hmm
DO something to the clan auto cannons PLEASE! This is getting annoying already their shot damage sucks...I believe the AC are same caliber as the IS right? So why are they not doing the damage they should be....Either nerf the IS ones to our's (thus breaking ACs in general!) Or make ours do closer damage per shot as the IS ones.....AC 20 should be ok FINE be burst but 2 shots each 10 damage.....Still though at 200mm-ish each they should do 20 damage per round...GIve us per ton same shots as IS then...We may run out faster but oh well use in situations to finish off enemies as needed....would reduce daka spam I feel since wouldn't be able to carry tons of ammo to run all game...Make them truly what they need to be...Also LBX shot selection once again ADD IT!
#2
Posted 07 April 2015 - 02:25 PM
IS AC = BOOMSHAKKALAKKA
#3
Posted 07 April 2015 - 02:53 PM
Carpenocturn, on 07 April 2015 - 02:25 PM, said:
IS AC = BOOMSHAKKALAKKA
Yet another reason to either bring IS AC/UAC's to Clan style (burst fire all hitting for damage) . Or Bring Clan to be the damage damage PER ROUND (not burst)...I think it would affect Clan AC play cause if we had fewer rounds and couldn't spam...well sure we would do damage REALLY fast and hit hard as hell but if we either A) Had a long reload time (clips need to be filled ect.) or

#4
Posted 07 April 2015 - 02:56 PM
#5
Posted 07 April 2015 - 03:34 PM
Geist Null, on 07 April 2015 - 02:56 PM, said:
Well they need to figure something out for Clan AC's/UAC's to work better and be just as usable and be a good idea to pack one on with some lasers...But they do need to increase clan AC shot damage this burst = full damage is a joke and just why bother!....No pin point damage not able to do long range engagements like IS can with theirs...(well relativity speaking about AC's)....I am wanting to just bring one AC5 on say m timber and have it actually be worth the weight to bring it...cause lets be honest...why bring that when a ER LRg or med laser is better!...Thus we laser boat then to counter that IS laser boats...bring meta....this could break some laser meta if they would make clan AC's do decent pin point damage for once...
#6
Posted 07 April 2015 - 03:54 PM
Low heat ACs let you continue to pump out accurate damage at a very low heat while you cool your lasers. The ability of Clan mechs to boat ACs + energy would make that crazy stupid wild broken. That's exactly why they didn't get PPFLD.
#7
Posted 08 April 2015 - 12:54 AM
2AC5+ 50% cooldown= 4AC5s = KGC-0000
'nuff said
#8
Posted 08 April 2015 - 02:56 AM
- superior speed
- superior hitboxes (SCR, TBW)
- Clan-XLs
- High damage/range lasers
- overall lighter weapons
The Clan-AC, when boated, is extremely good.
So taken together - where's the win button - u want them buffed in addition to all those points mentioned above?
#9
Posted 08 April 2015 - 03:19 AM
So they are somewhat equal and they play somewhat the same just with a different balance. However when I run out of LRMS
I feel more powerful in the Daishi. The dual UAC10 are four times as powerful in my book. Honestly I see nothing wrong with
clan ACs.
However I strongly feel UAC jamming should be removed. Instead a slightly higher refire rate compared to normal ACs would be optimal to justify the additional weight. As it stands I think UACs are unreliable at best. Alas, you can migitate that a bit if you have more than one installed. This is why the Daishi feels better UAC wise.
#10
Posted 08 April 2015 - 07:11 AM
#11
Posted 08 April 2015 - 07:17 AM
Elizander, on 08 April 2015 - 07:11 AM, said:
Have you tried it with a UAC-10? It doesn't jam as often. I double fire it all the time and only jam a few times per match. It puts out about the same amount of firepower over time with the ROF and the jam chance. You also get more ammo and tonnage for heat sinks/other weapons.
I really like my Clan UAC-10s. Run them on Hellbringer, Adder, and Timber
#12
Posted 08 April 2015 - 08:35 AM
#13
Posted 08 April 2015 - 08:39 AM
If you want to give IS ACs more damage or some other buff, then we can talk.
#14
Posted 08 April 2015 - 08:45 AM
Carpenocturn, on 07 April 2015 - 02:25 PM, said:
IS AC = BOOMSHAKKALAKKA
Yea until you loose that arm and then you are just a crappy mech running around with no backup gear since the ac dakka dakka takes up most of your space in ammo
#15
Posted 08 April 2015 - 08:49 AM
AztecD, on 08 April 2015 - 08:45 AM, said:
Yea until you loose that arm and then you are just a crappy mech running around with no backup gear since the ac dakka dakka takes up most of your space in ammo
Exactly.
All my compatriots just need to learn to target the arm first lol... Instead they spread damage trying to hit the center torso.

#16
Posted 08 April 2015 - 08:53 AM
Repasy, on 08 April 2015 - 08:49 AM, said:
Exactly.
All my compatriots just need to learn to target the arm first lol... Instead they spread damage trying to hit the center torso.

So the Dragon is an elite armor tank, is that what you are saying because dragons tank for s#it
#18
Posted 08 April 2015 - 12:30 PM
#19
Posted 08 April 2015 - 01:01 PM
So, nope. Cuacs are dot for a reason.
#20
Posted 08 April 2015 - 01:51 PM
Mar X maN, on 08 April 2015 - 03:19 AM, said:
So they are somewhat equal and they play somewhat the same just with a different balance. However when I run out of LRMS
I feel more powerful in the Daishi. The dual UAC10 are four times as powerful in my book. Honestly I see nothing wrong with
clan ACs.
However I strongly feel UAC jamming should be removed. Instead a slightly higher refire rate compared to normal ACs would be optimal to justify the additional weight. As it stands I think UACs are unreliable at best. Alas, you can migitate that a bit if you have more than one installed. This is why the Daishi feels better UAC wise.
Ah the classic LRM Atlas, king of kings.
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