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Why Use Ac2S?

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#21 Champion of Khorne Lord of Blood

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Posted 29 November 2015 - 03:48 PM

So far the only serious use I've had them in is a 2x UAC2 Kit Fox and a x6 AC2 Mauler.

The Kit Fox I just use to support an ally mech and just constantly pump damage into an enemy's CT, even at a low amount it adds up well over time and works pretty well to support someone.

The Mauler with x6 AC2s is almost like a rapid fire gauss rifle with 3 less damage. Same speed as a gauss shell, not hard at all to just hit someone in the CT over and over and over again with that 12 damage. Works best at longer ranges, on Alpine its a total monster. Usually also suppresses enemies just because all they know is they are taking damage lots of times over a couple seconds so they run back and hide from the constant barrage, which allows your team to push the advantage further.

The 6 AC2 build doesn't pump out as much raw damage as my 4 UAC5 build, but it does get pretty similar amounts of kills and still a respectable amount of damage per match usually ranging between 500 and 700 damage. UAC5 being 700-1000 range on a good match but its a bit more spotty due to the jam chances. Sucks when the moment you stare down an enemy Dire Wolf all your guns jam at once...

#22 Dukat281

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Posted 29 November 2015 - 05:29 PM

I'm using AC2s. I'm using them in numerous mechs. I use them for harassment and I get a tactical advantage. I will explain to you once, hoping that the thread will vanish.

When you grind 3 mechs of a chassis type to unlock the mech skills, you have to make compromises. Not all of them are suitable for success.

Lets say there are 6 mechs available for purchase, then I choose the following three:
  • 8 energy hardpints => Laser Vomit Mech
  • 7 energy hardpoints, 1 ballistic hardpoint => Laser Vomit Mech with ballistic support
  • 4 missile hardpoints, 4 energy hardpoints => LRM Boat (not discussed below)


Laser Vomit Mech
At first I design the Laser Vomit Mech, settup is always the same. 3 Large ER Lasers for Long Range Combat. The remaining hardpoints get filled accordingly to the mech quirks: 5 Medium Lasers or 5 Medium Pulse Lasers or 4 Medium Pulse Lasers + TAG, etc. Mechs like these need many Heat Sinks and the slot and weight consumption of these weapon systems suits to that.


Laser Vomit Mech with ballistic support
Now If you add a ballistic weapon to a Laser Vomit Mech, you get weight problems, hampering your ability to mount heat sinks. But not that much, if you add an AC2 with 6 tons of weight, occupying only 1 slot. I'm integrating the AC2 like a Large Laser with 5 tons weight and consumption of 2 slots. This leaves enough space and payload for heat sinks which the Laser Vomit Mech requires.

When it comes to combat usage, I'm combining the AC2 and the Large Lasers into 1 group. The AC2 is pretty fast with a speed of 2000, but not fast enough to keep up with Lasers when firing at distant targets that are moving. If the lasers hit, the AC2 will miss on a moving target. But if the target stops in order to counter my fire, the AC2 comes into effect, providing an annoying sound and flashes to the enemy. When the laser beam stops for reload, the AC2 will still constantly hammer the target with 1 shell per second. The impact noise of a ballistic shell combined with a flash makes most pilots abort their attack and seek for cover. This way, I suppress counter fire from the target choosen. Really pays off.

#23 Lucian Nostra

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Posted 29 November 2015 - 05:39 PM

All missed the greatest effect of AC/2s the fact that a constant barrage of AC fire makes anyone back the f**k off. My dual Ac2 dual ac5 jager can rack up the damage while blazing away because people start to roll and back off when constantly getting slammed by the ac/2s. If it was just trip AC/5 than sure I'd get more damage but people don't back off from AC/5s they fire to slow





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