

Ac2 Weight
#1
Posted 11 April 2015 - 06:18 AM
to make it 6 ton.. i mean 6 TON man for 2 Damage 9 Ton cost a UAC5 what's superior in all ways.
if they like to balance AC2 it must not weight more then 3,5 TON MAX.
#2
Posted 11 April 2015 - 06:21 AM
#3
Posted 11 April 2015 - 06:38 AM
And while they're at it, increase AC2 ammo count so Blackjacks can actually use AC2s instead of AC20s.
I know, I know. Totally crazy. Absolute nonsense. I guess we'll find a use for the AC2 in PVE eventually, along with the MG and Flamer.
#4
Posted 11 April 2015 - 07:12 AM
Escef, on 11 April 2015 - 06:21 AM, said:
that makes zero sense.
in the battletech their is no ghost heat, but their is here.
#6
Posted 11 April 2015 - 07:20 AM
Alistair Winter, on 11 April 2015 - 06:38 AM, said:
And while they're at it, increase AC2 ammo count so Blackjacks can actually use AC2s instead of AC20s.
I know, I know. Totally crazy. Absolute nonsense. I guess we'll find a use for the AC2 in PVE eventually, along with the MG and Flamer.
It is quite the FU to lower tonnage mechs that could use a lightweight ballistic, but can't, because it generates too much heat alongside their lightweight medium lasers.
#7
Posted 11 April 2015 - 07:21 AM
#9
Posted 11 April 2015 - 07:26 AM
Light AC2
-4 tons
-1 crit
-2 damage
-1 heat
-540m range
Light AC5
-5 tons
-Crits 2 (!!!!)
-5 damage
-1 heat
-450m range
#10
Posted 11 April 2015 - 07:27 AM
TwentyOne, on 11 April 2015 - 07:21 AM, said:
The problem with the AC 2 is not the weight, but the heat. 1 heat for 2 damage on a 6 ton weapon is horrible. Alistair has the right of it: the heat needs to at least be halved (same for clan ACs in the 2 category).
If you want the AC2 to be weight reduced so it can be a ballistic mounted on lights with multiple ballistic hardpoints, you're looking for the wrong answer. Machine guns are supposed to be the ballistics de jour for lights, but PGI has done a horrible job implementing them in this game. (For reference, Machine guns are supposed to have the same DPS as AC2s, just at a much, MUCH, MUCH shorter range).
Edited by Mirumoto Izanami, 11 April 2015 - 07:28 AM.
#11
Posted 11 April 2015 - 07:29 AM
Personally, I would also love to see even higher ranges (with velocity to go along), as range have somewhat less effect on combat past a certain bracket. 900m/1800m sounds good. (Clan equivalents gets same benefit).
#12
Posted 11 April 2015 - 07:47 AM
DefinitelyNotMwHighlander, on 11 April 2015 - 07:26 AM, said:
Light AC2
-4 tons
-1 crit
-2 damage
-1 heat
-540m range
Light AC5
-5 tons
-Crits 2 (!!!!)
-5 damage
-1 heat
-450m range
sounds like a fair weapons that fits directly in this game after the range is a little nerfed. 100 on both.
#13
Posted 11 April 2015 - 08:00 AM
IMO all that needs to be done is reverting the cooldown to pre-Clan 0.5s levels. That's 30% DPS increase. If the weapon proves to be "too good" then there's always the heat wild card.
#14
Posted 11 April 2015 - 08:06 AM
That doesn't apply in TT of course where all the ACs have the same rate of fire. The main problem with the AC2 is it generates the same heat as the bigger, slower AC5. Meaning AC2 arrays run hot! If it wasn't for the heat, a quad AC2 BNC-3E would be a very interesting build (and it looks hilarious in the mechlab).
As far as light ACs... you mean I can put four LAC5s in my Banshee, for 4 tons less than the 3xAC5 build, and have the same optimum range as the LLs I put in the other shoulder? DO WANT.
#15
Posted 11 April 2015 - 08:16 AM
Tahribator, on 11 April 2015 - 08:00 AM, said:
IMO all that needs to be done is reverting the cooldown to pre-Clan 0.5s levels. That's 30% DPS increase. If the weapon proves to be "too good" then there's always the heat wild card.
PAAAAAUUUUUULLLLLLLLLLLLLLLLLL
#16
Posted 11 April 2015 - 08:17 AM
I realize the ghost heat was removed, and that's a start, but it's not enough.
#17
Posted 11 April 2015 - 08:17 AM
Tahribator, on 11 April 2015 - 08:00 AM, said:
IMO all that needs to be done is reverting the cooldown to pre-Clan 0.5s levels. That's 30% DPS increase. If the weapon proves to be "too good" then there's always the heat wild card.
ahh but we are the customers. and customers are always right.
so to bad for paul
#18
Posted 11 April 2015 - 08:18 AM
The problem is surviving the 40 seconds of face time and the sheer face-time needed to apply damage. When you're doing only 2 damage per bullet at 0.72 cooldown, you never get good trades against lasers/missiles/lurms. Pretty much any combination of mid-long range weaponry outtrades AC2s, and they have the benefit of allowing torso twist between shots to spread damage. AC2s force you to stare down your target, making you an easy target to core.
In order to revitalize the AC2s, it needs its old 3+DPS back. It needs good DPS to be unbearable to trade with and the old cooldown allowed just that.
#19
Posted 11 April 2015 - 08:21 AM
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