Ultimatum X, on 23 May 2015 - 10:23 AM, said:
+500m/s is still significant IMO, and 2000m/s is very good.
I'm not holding my breath for class 2 ballistics to ever get any change and as far as I'm concerned the CUAC 2 is already better than IS AC 2.
They are both face stare derp weapons, but one is lighter and has more DPS.
I think what FupDup is getting at is that both the AC2 and UAC2 shouldn't be derp weapons.
Maybe face-staring weapons, but not derp weapons.
One mechanic that I think is often overlooked is actual shake, not just visual shake. In Mechwarrior 4, weapon impacts would actually throw off your point-of-aim (whereas in MWO the shake is cosmetic, your reticule doesn't actually get shoved off-point). In Mechwarrior 4, getting hit by weapons would shove your entire torso around, it was very nasty and visceral. I'd be very
very interested in MWO introducing such a mechanic to see how it plays out.
By adjusting the amount of shake, an AC2 user pinging someone at long range might juggle their aim enough that even if they have big long range guns to reply with (PPC/Gauss/etc), they might not be able to land that shot if the AC2 user hits them first.
The victim can still step back into cover to avoid taking too much damage. It's just that it would change things so that the victim can't just calmly drop a big alpha on the AC2 user and then laugh all the way back into cover. It'd be a huge challenge to return fire through the rattling.
Up-close the AC2 user would still get shredded by brawlers who don't need that much precision, despite that the AC2 user is shaking the hell out of the brawler the whole time.
When I played in a Mechwarrior 4 League we actually used chain-fired long-range weapons to win a particular drop while at a significant drop weight disadvantage. The shake we induced actually prevented the other team's guys from accurately hitting us back.
What I'm getting at is that the AC2/UAC2 should be good at something that other weapons can't do. What's its identity? If you want it to be an up-close high-burst low-endurance buzz saw, then jack up the rate of fire. The crappy damage-per-heat prevents it from firing for as much damage as AC5 spam before overheating, and the low damage per shot means the user pretty much has to get in there, mix it up, and expose themselves longer and live dangerously. Which would be a bit weird cuz the AC2/UAC2 is supposedly a long-ranged gun.
If we want it to be a long ranged gun, well, it has a low damage per shot, so it can't compete with the "sniper" weapons
unless it has a way to trade favorably against those guns at long range. It doesn't significantly out-range those other guns at the useful distances that fights happen at. So, there's suppression fire as a job, but to be able to do that it needs to either really threaten people (with LOLridiculous DPS), or scramble people so much they can't shoot back. Or some combination of both.
I lean more towards the reticule shake way of making it useful rather than giving it insane DPS. Although it probably could use a DPS increase.
Edited by YueFei, 23 May 2015 - 10:59 AM.