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Hey Pgi, Ac's Suck
#1
Posted 31 December 2015 - 06:07 PM
AC's SUCK.
they weigh a billion times more to do the same sort of damage as lasers, and even though they'r pinpoint it's not like the rounds rocket to the target to hit where yer aiming unless you'r 10m away.
guess what - the whole world is lazy. we all take the easiest way out because that's the laziest way to do things. effort sucks - yeah yeah sure, I used to bullseye womp rats in my T-16 back home and they're not much bigger than two meters. but why bullseye when you can hit-scan the laser on the target even though you started firing 50m to the left of the target? THAT's how the real world works, and THAT's what you see in MWO every day. i like watching competitive matches, and how many PPCs and ACs do i see in competitive play? lots, right? well, maybe some here and there, but really barely any overall.
why? because when the last enemy remaining's CT only has 1 point left, and you'r 600m away, you going to trust that to a slow pinpoint weapon when you can hitscan that last point out with a LL even in a panic when you started firing 180 degrees away from the target? hitscan is like nuking the whole planet from orbit - it's the only way to be sure.
AC's seem like heavy remnants of an ancient past, and they only really work on heavy and assault mechs since they are so bulky and need so much ammo. problem is, people like using what they know, and if they pilot only lights and mediums for a while and have to use energy weapons because that's what's practical for those mechs, then they are going to carry those habits over to heavy and assaults because again people are lazy and stick to what they know. and what they know is energy weapons are easy. ACs are hard.
so PGI, follow the lazy route everyone else takes anyways - ramp up the ammo/ton AC's need. it's only fair - in the battle against hitscan it's the only way ACs have a chance, and it's worth a shot so why not give it a shot?
IS: AC20 10 shots per ton....AC2 100 sots per ton
Clan, burst fire makes them even more useless: AC20 12 shots per ton....AC2 120 shots per ton
#2
Posted 31 December 2015 - 06:10 PM
They are in a good spot. Really.
#3
Posted 31 December 2015 - 06:11 PM
#4
Posted 31 December 2015 - 06:12 PM
rarely seen? Not a single match is played I don't see ACs
not one
ever
literally
Dakka is just as good and popular today as it was 3 years ago
#5
Posted 31 December 2015 - 06:16 PM
#6
Posted 31 December 2015 - 06:17 PM
I'd love ACs, and ammo weapons in general to at least get a massive ammo buff to compete.
#7
Posted 31 December 2015 - 06:20 PM
Dakota1000, on 31 December 2015 - 06:17 PM, said:
I'd love ACs, and ammo weapons in general to at least get a massive ammo buff to compete.
Nothing chews up the base generators faster than the ACs/UACs though. I know teams who do generator rush tend to bring in a lot of ACs/UACs. The sustained fire is unbeatable by other weapons, especially since the target is stationary.
#8
Posted 31 December 2015 - 06:25 PM
Dakota1000, on 31 December 2015 - 06:17 PM, said:
I'd love ACs, and ammo weapons in general to at least get a massive ammo buff to compete.
you're forgetting about the drastic heat differences between ACs and Lasers
You know what I find truly ironic about this? For nearly 3 years now it's been widely accepted that lasers were "inferior" to ACs
#9
Posted 31 December 2015 - 06:41 PM
Medium engagement the autocannon can fire without stopping to cool down, so it has the advantage.
Longest engagement the lasers win again, because although you have to cool down you never run out of ammo.
#10
Posted 31 December 2015 - 06:44 PM
Put 8-9 lasers on a heavy mech and just go BLARF on mechs at close or medium range.
And remember when Russ said that he forgot about arm lock, about a year ago? He admitted it was never meant as a tool for people to get perfect pinpoint convergence with arms and torso. Well, oops! It's still there. And it's still kind of a big deal for laservomit.
#11
Posted 31 December 2015 - 07:01 PM
Take a large laser (TT stats, as that is what I can pull up on my phone fast):
5T
8 damage
8 heat
So to make that heat netural in Tech level 1, you need 8 tons of heat sinks, bringing the total weight of the weapon + heat sinks up to 13 tons for 8 damage.
AC/10:
12t + ammo
10 damage
3 heat
For the AC/10 to be heat netural you will need 15 tons for three single heat sinks and the gun. You will need at least one tone of ammo.
So 16t for an AC 10, that will deal 100 damage in 10 turns vs. 13t for a large laser that will deal 80 damage in 10 turns.
Now to you, what sounds like the better deal? I'll take the AC personally.
#12
Posted 31 December 2015 - 07:17 PM
Metus regem, on 31 December 2015 - 07:01 PM, said:
Take a large laser (TT stats, as that is what I can pull up on my phone fast):
5T
8 damage
8 heat
So to make that heat netural in Tech level 1, you need 8 tons of heat sinks, bringing the total weight of the weapon + heat sinks up to 13 tons for 8 damage.
AC/10:
12t + ammo
10 damage
3 heat
For the AC/10 to be heat netural you will need 15 tons for three single heat sinks and the gun. You will need at least one tone of ammo.
So 16t for an AC 10, that will deal 100 damage in 10 turns vs. 13t for a large laser that will deal 80 damage in 10 turns.
Now to you, what sounds like the better deal? I'll take the AC personally.
I'd take the LL since I won't be instagibed by a through-armor-critical detonating my ammo.
Also, you have to remember that you get 10 free heatsinks with every engine. This gave all energy weapons a "head start" in terms of what you had to invest, and what led to them being overall better than most non-energy weapons.
That lone LL actually only needs 5 tons because your base sinks easily handle that one weapon. The AC/10 is 13 tons when the base 10 sinks are counted. Thus, using the LL instead of the AC/10 allows you to mount up to 8 tons of additional equipment, which can often be used to increase your damage -- thus the LL indirectly lets you carry more firepower than going AC/10.
Heck, even with SHS in TT you can have a single free "heatless" PPC because you get 10 dissipation and a PPC is 10 heat.
#13
Posted 31 December 2015 - 07:26 PM
El Bandito, on 31 December 2015 - 06:16 PM, said:
Well, this is MWO, not TT.
<See, I can also do the same thing.>
#14
Posted 31 December 2015 - 07:31 PM
Sandpit, on 31 December 2015 - 06:25 PM, said:
you're forgetting about the drastic heat differences between ACs and Lasers
You know what I find truly ironic about this? For nearly 3 years now it's been widely accepted that lasers were "inferior" to ACs
Was thinking the same thing when I read the OP. Pulse lasers in particular were right next to flamers and mgs in usefulness. Long memory in this game just makes me want to gibber in a corner while fingerpainting in my own fluids.
#15
Posted 31 December 2015 - 07:45 PM
FupDup, on 31 December 2015 - 07:17 PM, said:
Also, you have to remember that you get 10 free heatsinks with every engine. This gave all energy weapons a "head start" in terms of what you had to invest, and what led to them being overall better than most non-energy weapons.
That lone LL actually only needs 5 tons because your base sinks easily handle that one weapon. The AC/10 is 13 tons when the base 10 sinks are counted. Thus, using the LL instead of the AC/10 allows you to mount up to 8 tons of additional equipment, which can often be used to increase your damage -- thus the LL indirectly lets you carry more firepower than going AC/10.
Heck, even with SHS in TT you can have a single free "heatless" PPC because you get 10 dissipation and a PPC is 10 heat.
True, very true Fup. But when you start to look at 2 PPC's or 1 AC/20 for raw damage, keeping range out of the equation, that AC/20 is the better deal.... Ahh the nuances of the Table Top, so much more skill needed in the Mech lab vurses tgee one in MWO....
#16
Posted 31 December 2015 - 07:50 PM
Metus regem, on 31 December 2015 - 07:45 PM, said:
The AC/20 is a special case for AC's because it had the highest damage per tonnage ratio of any one of them, by a long shot. It also concentrated all of that damage into a single hit location against TT's 1x armor values. Juicy...
Most ACs were not as blessed.
Mechlab: I actually have an easier time min-maxing in SSW (TT building rules) than I do in MWO. The best weapons are usually very clear there, and making mechs either heat neutral or close to heat neutral is comically easy in TT.
Edited by FupDup, 31 December 2015 - 07:52 PM.
#17
Posted 31 December 2015 - 07:51 PM
Metus regem, on 31 December 2015 - 07:45 PM, said:
I'd say it's a different type of skill on MWO for building. Having a knowledge of Btech helps, but with all the different mechanics, heat, no tacs, etc. there's a very deep learning curve to building mechs in either game
#18
Posted 31 December 2015 - 08:12 PM
Just my two cents... any experts out there who can tune up my thinking?
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#19
Posted 31 December 2015 - 08:23 PM
pgi hire me, I'll work for one-third of Paul's rate.
#20
Posted 31 December 2015 - 08:37 PM
Tarogato, on 31 December 2015 - 08:23 PM, said:
pgi hire me, I'll work for one-third of Paul's rate.
no thanks
one thing people who call for blanket nerfs on lasers like this forget?
Here's a good example of the trade-off that everyone seems to conveniently leave out.
AC 10 = 10 damage
LL - 8 damage
right?
AC 10 hits it deals 10 damage to one spot
LL hits but the target moves and it may only do 10% of its damage for the same heat
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