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Quad Uac10 Dwf


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#41 Kmieciu

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Posted 06 September 2015 - 11:48 PM

Take a look at math ®, courtesy of Li Song Mechlab

6xUAC5:

Max 24,8 DPS @ 693 meters
31,6 seconds to overheat @ 818 damage
1,1 ghost heat per salvo
15,5 sustained DPS
1500 max damage

4xUAC10

Max 23,8 DPS @ 594 meters
13,6 seconds to overheat @ 354 damage
1,4 ghost heat per salvo
10,3 sustained DPS
2400 max damage

UAC5 build has a bit better max dps, a whole lot better sustained dps. In fact, it is so cool that I like to use 5xUAC5 combined with 3-4 ERML for that nice initial alpha. The pure 6xUAC5 build is able to deal 800 damage before overheating on a normal map, and about 670 damage on Terra Therma.
You simply cannot beat the heat efficiency of the UAC5: 5-damage 1 heat. It's the second most heat efficient pinpoint weapon in the game.

UAC10 have the most damage per tonne of ammo (200 damage per tonne). You can miss half of your shots and still do 1200 damage. That's insane. But when the enemy pushes hard, uac10 are simply too hot. UAC5 builds are so dependable, that you can do 800+damage even when your team is getting stomped. You simply fire, till you're dead.

Edited by Kmieciu, 06 September 2015 - 11:57 PM.


#42 HellJumper

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Posted 06 September 2015 - 11:55 PM

View PostKmieciu, on 06 September 2015 - 11:48 PM, said:

Take a look at math ®, courtesy of Li Song Mechlab

6xUAC5:

Max 24,8 DPS @ 693 meters
31,6 seconds to overheat @ 818 damage
1,1 ghost heat per salvo
15,5 sustained DPS
1500 max damage

4xUAC10

Max 23,8 DPS @ 594 meters
13,6 seconds to overheat @ 354 damage
1,4 ghost heat per salvo
10,3 sustained DPS
2400 max damage

UAC5 build has a bit better max dps, a whole lot better sustained dps. In fact, it is so cool that I like to use 5xUAC5 combined with 3-4 ERML for that nice initial alpha. The pure 6xUAC5 build is able to deal 800 damage before overheating on a normal map, and about 670 damage on Terra Therma.
You simply cannot beat the heat efficiency of the UAC5: 5-damage 1 heat. It's the second most heat efficient pinpoint weapon in the game.


UAC 10 builds are only effective at medium to close range... they will do quick to an enemy and maybe thats why people like them.

#43 Kmieciu

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Posted 07 September 2015 - 12:08 AM

View PostHellJumper, on 06 September 2015 - 11:55 PM, said:


UAC 10 builds are only effective at medium to close range... they will do quick to an enemy and maybe thats why people like them.


Yeah, but on the other hand UAC5s also loose effectiveness at longer ranges. The only target I would engage at 700 meters is a slow assault that is charging right at me. UACs are poor against fast mechs poking at you at range.

#44 NextGame

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Posted 07 September 2015 - 12:20 AM

View PostSolCrusher, on 06 September 2015 - 06:35 AM, said:

I now feel ashamed, I finally put Quad UAC10s on my DWF.

http://mwo.smurfy-ne...86efcd97fabae8c

This configuration is the most OP DWF I have ever had the pleasure of driving. I feel so dirty, yet it was so much fun I dropped in it repeatedly and earned the 2.4 mill cbills back before I grew bored of slaughtering anything I pointed it at.

I have to say, I drive the 2 Gauss + 2 PPC and Quad UAC10 is immensely superior. You just push 1 button and anything medium and under disappears. You push the button twice and anything Assault and under disappears if it has the slightest bit of damage.

After PSR I couldn't really get a good streak of kills going, this beast gave me 4+ kill matches with sub 500 dmg. It's like running around in a boom jager with full armor........

So is the Mauler going to eclipse the Quad UAC10 DWF?


I run quad uac10's on all my DW. I feel filthy and I love it.

#45 Khobai

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Posted 07 September 2015 - 12:27 AM

Quote

Yeah, but on the other hand UAC5s also loose effectiveness at longer ranges.


If only there was a low weight weapon that hit instantly at long range. Oh wait lazors.


UAC5+CERML build is outright superior.

#46 Champion of Khorne Lord of Blood

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Posted 07 September 2015 - 01:01 AM

View PostKhobai, on 07 September 2015 - 12:27 AM, said:


If only there was a low weight weapon that hit instantly at long range. Oh wait lazors.


UAC5+CERML build is outright superior.


That heat though. Could just use dual guass, dual UAC5, with a single large laser. I run that sometimes in my DWF-B, long range heavy damage, long range laser poke, and a hailstorm for close up.

#47 Yokaiko

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Posted 07 September 2015 - 01:05 AM

View PostDakota1000, on 07 September 2015 - 01:01 AM, said:


That heat though. Could just use dual guass, dual UAC5, with a single large laser. I run that sometimes in my DWF-B, long range heavy damage, long range laser poke, and a hailstorm for close up.



Quad UAC10s isn't exactly cool either.

#48 bad arcade kitty

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Posted 07 September 2015 - 01:06 AM

just press overdrive and shoot :ph34r:
i have my overdrive set on mouse 4 button

#49 Joey Tankblaster

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Posted 07 September 2015 - 01:36 AM

Just press alpha on first sight followed by fire in groups of two. No heat issue.

#50 El Bandito

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Posted 07 September 2015 - 02:36 AM

View PostSkyHammr, on 06 September 2015 - 11:20 PM, said:

Buff insane dakka on Dire Wolves and nobody cares.
Give the Clans a half way decent light mech and everyone loses their minds!



Only half way decent? Clan bias right here.

#51 LordNothing

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Posted 07 September 2015 - 03:09 AM

View PostHellJumper, on 06 September 2015 - 11:32 PM, said:

My heavy hitter is the follwoing...

2X Uac 5
2X LBX 20 (yes i use them, those sound is just epic and it hurts hard)
1 MPL

:D

I am not a meta player thats why i use the above mentioned more

my alternate is.

2 LPL
2UAC 10 .
It runs a bit hot but with chain fire it rips things


i tried 4 lb-10s once, it was sub par in every area except its ability to one-hit most lights. id like to try 2x lb-10 and 2x lb-20 and see what that can do.

#52 Random Carnage

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Posted 07 September 2015 - 03:28 AM

Normal build is Quad UAC10's in torso and a MPL in each arm. 3 tonnes ammo in each arm and 2 in the leg, or 1 in head and a DHS in leg. Works well. Lower arm actuators equipped.

My alternate build, for when I'm in my "utility" mindset, is a LPL in each arm, 2 UAC10's in the RT, and 2 LRM10's in LT. Heat runs about 1.32 ish, 800 points of AC ammo, and 540 something lrm for indirect fire harrassment. Generally a well balanced load out. Not the same punch as a full boat build, but hit your twin LPL and double tap the twin UAC10's and you've just unloaded 66 points into a target - not bad. Also has 1200m LPL range and 1100m ish UAC's and 1000m lrm so can mix it up effectively from point blank past 1000m.

Utility folks...

Edited by Random Carnage, 07 September 2015 - 03:31 AM.


#53 Zordicron

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Posted 07 September 2015 - 07:35 AM

View PostSarlic, on 06 September 2015 - 11:08 PM, said:

It's funny to see that people tend to go boat when some weapon gets buffed. In this case you see more ER PPCs on Timby and Direwolves. Or Quad UAC DWs because of autocannons buffs.

Pretty sad really to be honest.

But it brought good things. Seeing more variations om different clanners. That's a thing i like.

Except I loaded mine as the first loadout on one of my pre-order wave 1 pack mech variants 2 weeks after they released.

UAC10 has always been a flat out outstanding clan weapon, dmg/recycle/tonnage/range. But many of the clammer mechs, actually most of the clammer mechs, don't have the tonnage to run more then one without sacrifices. then you have the dwf, which can mount 4 of the things.

I run 2 on one of my EBJ loadouts to good effect also.

I will say though that the HSR pass made ballistics in general for clans an order of magnitude better then they were. The burst stuff is nice, but mostly the timing on them was standardized to match the server clock for HSR reasons. IMO, the UAC20 got the biggest buff from the burst stuff in real game performance as far as dmg spread and face time reductions. The 10's didn;t see nearly as much benefit, and I don;t hardly notice it at all on the 5's. Are 2's still in the game? lol

#54 Zordicron

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Posted 07 September 2015 - 07:41 AM

View PostKmieciu, on 06 September 2015 - 11:48 PM, said:

Take a look at math ®, courtesy of Li Song Mechlab

6xUAC5:

Max 24,8 DPS @ 693 meters
31,6 seconds to overheat @ 818 damage
1,1 ghost heat per salvo
15,5 sustained DPS
1500 max damage

4xUAC10

Max 23,8 DPS @ 594 meters
13,6 seconds to overheat @ 354 damage
1,4 ghost heat per salvo
10,3 sustained DPS
2400 max damage

UAC5 build has a bit better max dps, a whole lot better sustained dps. In fact, it is so cool that I like to use 5xUAC5 combined with 3-4 ERML for that nice initial alpha. The pure 6xUAC5 build is able to deal 800 damage before overheating on a normal map, and about 670 damage on Terra Therma.
You simply cannot beat the heat efficiency of the UAC5: 5-damage 1 heat. It's the second most heat efficient pinpoint weapon in the game.

UAC10 have the most damage per tonne of ammo (200 damage per tonne). You can miss half of your shots and still do 1200 damage. That's insane. But when the enemy pushes hard, uac10 are simply too hot. UAC5 builds are so dependable, that you can do 800+damage even when your team is getting stomped. You simply fire, till you're dead.

The game is about instagank alpha shots man. DPS gets you killed against players that understand how to counter it. UAC5 spam is not some wimpy loadout, but there is no comparison to the burst potentials and face time requirments of the two loadouts.

If you like the 5's, thas cool mang. No one is saying they are teh suxx or something.

#55 Khobai

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Posted 07 September 2015 - 07:46 AM

Quote

Normal build is Quad UAC10's in torso and a MPL in each arm. 3 tonnes ammo in each arm and 2 in the leg, or 1 in head and a DHS in leg.


8 tons of ammo for four UAC/10s is pretty deficient. Thats only 20 shots if youre firing in ultra mode. And then your big bad daishi is down to a pathetic 2 medium pulse lasers after you run out of ammo? Even spiders will outgun you.

Again its better to use UAC/5s. Not only do you get similar dps, but you get enough ammo to actually last the match, AND you get 4 CERMLs which gives you a much bigger alpha and can be used as backup weapons. The build is much better on heat too since UAC/5s dont have nearly as much ghost heat as UAC/10s and you get 19-20 DHS.

x5 UAC5 and x4 CERML is the clear winner IMO.

Although dual Gauss and x3 LPL is even better yet.

Quote

That heat though.


If only there was a way to fire just the lasers when your heat is low and not fire them when youre heat is high. Oh wait fire groups.

Youre not supposed to constantly fire the lasers. The purpose of the lasers is for medium to long range sniping so you dont have to waste ammo. Also the lasers give you a nice finisher up-close when combined with the UAC5s. And the lasers are just backup weapons in general for if you run out of ammo or your side with the x3 UAC/5s gets shot off.

Quote

UAC10 has always been a flat out outstanding clan weapon


Its a mediocre weapon. It does damage over time like lasers, but it uses ammo, and has worse range. Not only that but it uses up 10 whole tons not including ammo which is a luxury most clan mechs besides the direwolf cant really afford, due to tonnage restrictions caused by having massive locked engines. in fact all the clan autocannons are pretty mediocre with the UAC/5 being the least worst of the bunch.

If you want an outstanding ballistic just use clan gauss.

Edited by Khobai, 07 September 2015 - 08:03 AM.


#56 Obadiah333

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Posted 07 September 2015 - 08:03 AM

someone build a uac 2, uac 5, uac 10 and uac 20 build on a dire and see if it's fun. I bet it's fun.

#57 Zordicron

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Posted 07 September 2015 - 10:33 AM

View PostKhobai, on 07 September 2015 - 07:46 AM, said:


Its a mediocre weapon. It does damage over time like lasers, but it uses ammo, and has worse range. Not only that but it uses up 10 whole tons not including ammo which is a luxury most clan mechs besides the direwolf cant really afford, due to tonnage restrictions caused by having massive locked engines. in fact all the clan autocannons are pretty mediocre with the UAC/5 being the least worst of the bunch.

If you want an outstanding ballistic just use clan gauss.


So you cut my post apart and then restate what I posted anyway. Reading comprehension. here is litterally copy/paste:

[color=#959595]But many of the clammer mechs, actually most of the clammer mechs, don't have the tonnage to run more then one without sacrifices. then you have the dwf, which can mount 4 of the things. [/color]

IMO, gauss is apples and oranges here, and thats all I will say about that.

#58 Random Carnage

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Posted 07 September 2015 - 12:21 PM

View PostKhobai, on 07 September 2015 - 07:46 AM, said:


8 tons of ammo for four UAC/10s is pretty deficient. Thats only 20 shots if youre firing in ultra mode. And then your big bad daishi is down to a pathetic 2 medium pulse lasers after you run out of ammo? Even spiders will outgun you.



Mate, it's 1600 points of AC. If it all gets used, you've put a world of hurt on the red team.

#59 wanderer

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Posted 07 September 2015 - 12:38 PM

View Postbad arcade kitty, on 06 September 2015 - 01:13 PM, said:


so when you lose the arms (or even one of them when the ammo of the other is depleted) your 4 uac-10 are 40 tons of useless metal

on top of that 2 tons of ammo is better for that build than puny 2 ml

so... i would ignore all your further advice whatsoever


Anyone wasting that much fire on the arms is going to be dead from the AC's well before they de-arm the 'Mech. Either leg it or gun down the torso (optimally from the back, because you'll be dead from the front).

Remember when people used to say Clan AC's suck. Pepperidge Farm remembers.

#60 Vlad Ward

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Posted 07 September 2015 - 12:50 PM

Because Clan ACs did suck. They had slower projectiles, more projectiles per volley, and lower DPS than they have now.

Edited by Vlad Ward, 07 September 2015 - 12:50 PM.






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