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Quad Uac10 Dwf


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#21 Lostdragon

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Posted 06 September 2015 - 02:42 PM

I like the 4x UAC10 build, I also enjoy 5 or 6 UAC5, but my favorite DWF build is 2x UAC10 and 3x UAC5 with one JJ.

#22 LordNothing

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Posted 06 September 2015 - 02:46 PM

View Postbad arcade kitty, on 06 September 2015 - 02:39 PM, said:


c-uac/10 and c-ac/10

a ) both have ghost heat when being fired more than 2 at once

b ) are in a shared group so firing 2 c-ac/10 and 1 c-uac/10 or 1 ac/10 and 2 c-uac/10 gives you ghost heat


that is an interesting idea. though my build doesnt really overheat unless you use the lasers. you can follow up an alpha with another ac10 salvo and not shut down. you can also fire the ac10s continuously without worrying about heat.

Edited by LordNothing, 06 September 2015 - 02:53 PM.


#23 Vlad Ward

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Posted 06 September 2015 - 02:50 PM

Mixing AC sizes is a pain in the butt for leading targets and timing cooldown/double taps. Different projectile counts, different projectile speeds, different reload rates. It's all just scatter damage after a while.

UAC/10 builds run hot enough that lasers don't add any meaningful utility.

I don't think that's an issue with UAC/5x6 builds, since there's no ghost heat, but they're a lot heavier so I doubt you'd have space for lasers.

Edited by Vlad Ward, 06 September 2015 - 02:51 PM.


#24 Lostdragon

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Posted 06 September 2015 - 02:58 PM

View PostVlad Ward, on 06 September 2015 - 02:50 PM, said:

Mixing AC sizes is a pain in the butt for leading targets and timing cooldown/double taps. Different projectile counts, different projectile speeds, different reload rates. It's all just scatter damage after a while.

UAC/10 builds run hot enough that lasers don't add any meaningful utility.

I don't think that's an issue with UAC/5x6 builds, since there's no ghost heat, but they're a lot heavier so I doubt you'd have space for lasers.


UAC10 and UAC5 are close enough in velocity (950 vs 1150) that leading targets isn't much of an issue. With the lack of ghost heat you can double tap multiple times before you even have to think about heat.

#25 oldradagast

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Posted 06 September 2015 - 03:04 PM

Just got out of a game against THREE of these... oddly not in the same unit or team, so I guess everyone happened to read this post or think of it at the same time. Yeah, they won, big shock.

#26 bad arcade kitty

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Posted 06 September 2015 - 03:04 PM

View PostLordNothing, on 06 September 2015 - 02:46 PM, said:


that is an interesting idea. though my build doesnt really overheat unless you use the lasers. you can follow up an alpha with another ac10 salvo and not shut down. you can also fire the ac10s continuously without worrying about heat.


ac/10 are 1/3 cooler than uac/10 even single tapped, 2 vs 3
http://mwo.smurfy-net.de/equipment

#27 Sir Wulfrick

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Posted 06 September 2015 - 03:35 PM

I actually prefer a 3 x U/AC-5 + 2 x U/AC-10 build. Gives slightly better range but I agree that a DWF with this sort of dakka build will annihilate anything that stands in its way.

#28 El Bandito

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Posted 06 September 2015 - 03:38 PM

I switched to 5xCUAC5 + 3-4 CERMLs for back up. Seems to work just as well.

#29 Lostdragon

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Posted 06 September 2015 - 04:01 PM

View PostEl Bandito, on 06 September 2015 - 03:38 PM, said:

I switched to 5xCUAC5 + 3-4 CERMLs for back up. Seems to work just as well.


I've run this build also, works great. Can get a JJ or two in there as well.

#30 SolarCleric

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Posted 06 September 2015 - 04:35 PM

Dire whales are super nast. One of the biggest reasons I chose to learn how to play light mechs was to take those suckers down. 4 UC10s,
2 Guass, 2 PPC
5 UAC5


Its all pure madness. If it wasn't for how slow they were, I think it would be the only mech people used.

Edited by SolarCleric, 06 September 2015 - 04:35 PM.


#31 Zordicron

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Posted 06 September 2015 - 05:03 PM

I dunno, people going on about ghost heat.... the extra heat is inconsequential if you are correctly playing "surprise Atlas style. You get your target, nuke it to tiny bits, and step back to cool off. The damage barfs out so fast, unless you are one of those mouse flailing types that sends bullets in a cone shape every time you push the fire button, your target: he dead. OR, if he is lucky or fast, crippled at best. The ghost heat is not enough to keep you from utterly ending a target once you open on it, should they decide to hang around in front of you for more then 4 seconds.

I mean look you don't take a DWF, any DWF really, and go #yolo with it and rambo the whole enemy team. it is best, just like an Atlas, with some team mates to add a little support fire(read: distraction) and help keep the enemy from focusing on you, and most importantly, give you a chance to cool down. About the only loadouts in the game I can think of that are 100% sustainable are gauss only, and unless you need the tonnage for ammo, a few lasers is always easy to fit for backup and to use the heat threshold the gauss arent. A fistful of ERSL costs little tonnage, and is more heat efficient when "sticking" a close range light mech then barfing UAC10 bullets at it. But that can be playstyle preference obviously.

Regardless, the loadout in general only needs minor adjustments from the pilot for heat compared to pretty well any other loadout you would mount in a DWF anyway. Honestly, the biggest consideration, as usual with an assault, is engagment range and field positioning to make sure you are in the correct range.

#32 Lostdragon

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Posted 06 September 2015 - 05:10 PM

View PostEldagore, on 06 September 2015 - 05:03 PM, said:

I dunno, people going on about ghost heat.... the extra heat is inconsequential if you are correctly playing "surprise Atlas style. You get your target, nuke it to tiny bits, and step back to cool off. The damage barfs out so fast, unless you are one of those mouse flailing types that sends bullets in a cone shape every time you push the fire button, your target: he dead. OR, if he is lucky or fast, crippled at best. The ghost heat is not enough to keep you from utterly ending a target once you open on it, should they decide to hang around in front of you for more then 4 seconds.

I mean look you don't take a DWF, any DWF really, and go #yolo with it and rambo the whole enemy team. it is best, just like an Atlas, with some team mates to add a little support fire(read: distraction) and help keep the enemy from focusing on you, and most importantly, give you a chance to cool down. About the only loadouts in the game I can think of that are 100% sustainable are gauss only, and unless you need the tonnage for ammo, a few lasers is always easy to fit for backup and to use the heat threshold the gauss arent. A fistful of ERSL costs little tonnage, and is more heat efficient when "sticking" a close range light mech then barfing UAC10 bullets at it. But that can be playstyle preference obviously.

Regardless, the loadout in general only needs minor adjustments from the pilot for heat compared to pretty well any other loadout you would mount in a DWF anyway. Honestly, the biggest consideration, as usual with an assault, is engagment range and field positioning to make sure you are in the correct range.


The heat difference between 4x UAC10 and 2x UAC10 + 3x UAC5 is quite noticeable when you are in a prolonged firefight or engaged 2v1. The less time you spend cooling the more time you spend killing, so the heat efficiency is more than worth it to me.

#33 Joey Tankblaster

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Posted 06 September 2015 - 11:04 PM

Just mastered this beast (4x UAC10). Balance with boated UACs is completely out of control.

This builds results in 3x times higher k/d ratio (compared to mean) and doubled w/l ratio (compared to mean) in my stats.

No doubt about it. Seems reasonable to do something here.

#34 Sarlic

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Posted 06 September 2015 - 11:08 PM

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.

#35 bad arcade kitty

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Posted 06 September 2015 - 11:13 PM

dakka 5 uac-5 or 4 uac-10 dear whales were played before the clan ballistic buff

#36 SkyHammyr

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Posted 06 September 2015 - 11:20 PM

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

#37 bad arcade kitty

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Posted 06 September 2015 - 11:22 PM

people hate to be killed by a fast flea with small pulses :3

#38 Joey Tankblaster

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Posted 06 September 2015 - 11:32 PM

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.


I was just thinking about what do with the third DW chassis to get those elite skills.

1st DW is gauss + lasers and works ok.
2nd DW is a UAC5 + lasers and works nice.
3rd is 4x UAC10 and it is just awesome anywhere between 0 and 600 meters.

Usually I tend to have 2 weapons groups - so no general tendency to boat things. This thing was build by chance and it rocks.

#39 HellJumper

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Posted 06 September 2015 - 11:32 PM

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

#40 lol lol lol lol lol lol lol lol

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Posted 06 September 2015 - 11:47 PM

Dat dier wulf iz so Oppeeee.



Nah seriously it's not.





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