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Uacs Need To Change, Not The Kodiak-3


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#121 Oderint dum Metuant

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Posted 21 May 2016 - 11:48 PM

4 UAC 10 Kodiak is far from OP.

If you close to within 500M of one, that's your own fault.

#122 meteorol

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Posted 22 May 2016 - 12:54 AM

Well, the current event totally plays into the Kodiak-3s hands.

4UAC 10 is absolutely brutal against big, slow targets within 400m. At the moment you are getting like 6-8 of them per match, which makes it possible to farm "crazy" damage numbers. Moreover, the matchmaker is going totally mental... based on what i have seen, i could imagine it mixes everything from t1-5 just to get matches going. The incomprehensible amount of potatoe you can get on the enemy team is something that i have "never" seen before.

The current leaderboards suggest the KdK- 3 is far better than the other variants (just based on the scores), but i don't really think the difference is as big as the numbers suggest. It's the best variant by a wide margin in the current situation of having about 700t of absolutely herpderp assault mechs on the enemy team, daydreaming within 400m, begging to be farmed for damage.

I don't think the 3 variant will be as superior once things go back to normal. Played a few games with my Mauler to benchmark it against all those kodiaks, and if you engage at range, the Kodiak 3 is almost comically helpless against the MX90.

I'd prefer if they would monitor the kodiaks performace after things have gone back to normal and decide on nerfs afterwards... but it's PGI after all. We will probably see a over the top, knee-jerk reaction sooner than later.

Edited by meteorol, 22 May 2016 - 01:00 AM.


#123 Hanky Spam

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Posted 22 May 2016 - 01:42 AM

The KDK-3 is fine as it is.

It's rather more an issue with the Clan Ultra AC's because they shoot more slugs than IS counterparts.
This results in a constant stream of UAC hits which makes it hard to aim or concentrate for the opposite mech.

#124 Oderint dum Metuant

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Posted 22 May 2016 - 01:45 AM

View Postladiesman712, on 22 May 2016 - 01:42 AM, said:

The KDK-3 is fine as it is.

It's rather more an issue with the Clan Ultra AC's because they shoot more slugs than IS counterparts.
This results in a constant stream of UAC hits which makes it hard to aim or concentrate for the opposite mech.


Except it doesn't. The multi slug clan UAC's are a downside, they don't effect the person's aim.

If you have to boat 4 UAC 10's to make them good....there is nothing wrong with the UAC 10.

Edited by Oderint dum Metuant, 22 May 2016 - 01:47 AM.


#125 Hit the Deck

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Posted 22 May 2016 - 01:46 AM

View Postladiesman712, on 22 May 2016 - 01:42 AM, said:

...
It's rather more an issue with the Clan Ultra AC's because they shoot more slugs than IS counterparts.
This results in a constant stream of UAC hits which makes it hard to aim or concentrate for the opposite mech.

It's to balance their lighter weight and smaller crits.

#126 Hanky Spam

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Posted 22 May 2016 - 01:48 AM

View PostOderint dum Metuant, on 22 May 2016 - 01:45 AM, said:


Except it doesn't. The multi slug clan UAC's are a downside, they don't effect the person's aim.

If you have to boat 4 UAC 10's to make them good....there is nothing wrong with the UAC 10.



For me it does, but I hate it anyway when someone shoots me with (U)-ACs, regardless if it's Clan or IS Posted Image

#127 2fast2stompy

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Posted 22 May 2016 - 06:40 AM

View Postladiesman712, on 22 May 2016 - 01:42 AM, said:

The KDK-3 is fine as it is.

It's rather more an issue with the Clan Ultra AC's because they shoot more slugs than IS counterparts.
This results in a constant stream of UAC hits which makes it hard to aim or concentrate for the opposite mech.

Yessss.... We need to nerf CUACs and make them fire a single shot! No more unfair cockpit shaking for poor IS mechs!

#ISMechsMatter

Edited by 2fast2stompy, 22 May 2016 - 06:40 AM.


#128 Trauglodyte

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Posted 22 May 2016 - 07:38 AM

The one thing that I'd like to bring up as to why all of this is largely academic is the fact that none of us should be able to take any load-out on any mech and run it at flank speed at 99% heat threshold and put an alpha strike through the eye of a needle. Fix that part and all of this is a silly conversation.

That being said, I still don't have a problem with the Kodiak in any shape or form. Neither should anyone else. Here is why:

- Did a Kodiak sneak up on you into brawling range and pound your face in? Where was your Seismic Sensor module, UAV, and teammates?

- Did a Kodiak pound you in the face within 450m with quad UAC10s? Why were you out in the open away from cover (ALERT: this works as much for direct damage as it does for LRMs) and how did you manage to not have a teammate or your own Mark I eyeballs not see the largest mech in the game meandering towards your location? Also, see point #1.

- Did a Kodiak kill any of your teammates period? Where were your Light mechs and why didn't they do what they always do an ninja stab said KDK in the back?

Quite frankly, all of this poopoo over the Kodiak is laughable because there are way too many of them in game, most of them are being driven by dribbling idiots or they're good drivers killing dribbling idiots that then come to the boards and poopoo, and the game isn't exactly balanced to keep the Kodiak, given all of the above, from face pounding people. Our heat system is a joke, some of the maps are stupidly small or have extremely small locations that PGI purposely built to funnel people to, and the entire quirk system is a joke. PGI needs to fix the problem and the rest will either tend to itself or get balanced later on. The biggest thing that this game has going against it is the speed of TTK - I have been leveling up my Summoner all of yesterday and it is sad that, at 70 tons, I have the survivability of what it feels like to be in a Locust. BUT, I also know that is because, in most games, 1/3 of the mechs on one side will be a flood of Kodiaks of which they're all sporting obscene builds that, again, lead to unadulterated alpha strikes in pinpoint locations. It is a circular argument based on a large scale amount of stupid that PGI has allowed to continue on in this game because they're either incapable, and by that incompetent, of fixing the code or they're unwilling to fix the code. In either case, it is still a butt ton of stupid. Hell, we can't even get consistent game launch stability these days and the game has been in release for 4+ years.

#129 Steel Claws

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Posted 22 May 2016 - 07:09 PM

I don't think UACs themselves are terribly evil but when combined with a script, well that's another matter. That is something I've never quite understood. The way the devs carry on about making the mechs more survivable. Nerf hammer this or that weapon/mech into the ground, but with scripts - which really break balance - it's "Oh aren't you cleaver - good for you." The weapon recycle could be changed to make scripts less effective but they refuse to do it. I wish they would be a little more consistent.

I think that clan ACs should be like IS ACs (one projectile) - then maybe someone would use them. Clan UACs should fire the way they currently do but with a full recycle time. IS UACs are OK as is.

Edited by Steel Claws, 22 May 2016 - 07:15 PM.


#130 Gentleman Reaper

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Posted 22 May 2016 - 08:14 PM

View PostOderint dum Metuant, on 22 May 2016 - 01:45 AM, said:


Except it doesn't. The multi slug clan UAC's are a downside, they don't effect the person's aim.

If you have to boat 4 UAC 10's to make them good....there is nothing wrong with the UAC 10.


And herein lies the problem I have with them. It's not that the UACs are OP or terrible, I feel it's that the jam chance makes this an uncomfortable weapon to use alone, and an overly spammable weapon when used in numbers, if we make UACs more predictable, then that eliminates the problems at both ends of the spectrum. Aside from that, Clan ACs in general need to be more reliable at hitting moving targets, which is why IS ACs are vastly superior to normal Clan ACs, so either further reduce the burst size or increase the velocity.

Edited by Gentleman Reaper, 22 May 2016 - 08:15 PM.


#131 Y E O N N E

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Posted 22 May 2016 - 08:29 PM

Velocity on cUACs needs to go up.

Additionally, there needs to be some sort of scaling for either jam chance or jam duration or both that changes those variables depending upon UAC size. cUAC/2 should not have the same total down-time as a cUAC/5.

#132 S13gtastic

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Posted 22 May 2016 - 09:46 PM

I don't think quad UAC is a problem it's not much different than a Direwolf. Don't stand in front of them or kill them with a bigger boomstick faster.

My problem is Quad guass with macro's being able to fire all 4 with in a half second of each other.

#133 Kmieciu

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Posted 23 May 2016 - 01:08 AM

View PostL3mming2, on 20 May 2016 - 08:37 AM, said:


its 0.5 (first volly) + 0.5 second volly + travel time

so no not 0.5s

First volley is 0.2 seconds (the first shot is instant), the second one is 0.3 seconds.

UAC10 is a great weapon for farming damage. During the Scouting event my UAC10 Adder was my top damage mech. 3 tonnes of ammo = 600 potential damage. And It is absolutely hilarious to leg enemy brawlers and then take them out outside of SRM range.

Edited by Kmieciu, 23 May 2016 - 01:24 AM.


#134 MeiSooHaityu

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Posted 23 May 2016 - 03:45 AM

The new Doom has changed the way I see UAC now on the forums lol.

Anyway, I'm just waiting for ghost heat to be changed to effect U-A/C10s. I haven't played enough to post Kodiak launch to know if it is really necessary, but I could see PGI doing it anyway.

#135 L3mming2

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Posted 23 May 2016 - 03:57 AM

View PostKmieciu, on 23 May 2016 - 01:08 AM, said:

First volley is 0.2 seconds (the first shot is instant), the second one is 0.3 seconds.

UAC10 is a great weapon for farming damage. During the Scouting event my UAC10 Adder was my top damage mech. 3 tonnes of ammo = 600 potential damage. And It is absolutely hilarious to leg enemy brawlers and then take them out outside of SRM range.


its indead (0.11+0.11) +0.11 +(0.11+0.11) + travel time (speed is 950m/s) so that would be 0.5 s at for example 475m

in this case at 475m it would take 1.05s to get the damage on target wich is about the same time as a laser burn ...
but if u double tap that fast (not realy posible btw without macro) you will get +10.29 gh for the quad uac10s..

#136 L3mming2

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Posted 23 May 2016 - 04:00 AM

View PostMeiSooHaityu, on 23 May 2016 - 03:45 AM, said:

The new Doom has changed the way I see UAC now on the forums lol.

Anyway, I'm just waiting for ghost heat to be changed to effect U-A/C10s. I haven't played enough to post Kodiak launch to know if it is really necessary, but I could see PGI doing it anyway.


GH already affects uac10's if u double tap (in 0.5s) them u get the GH for 8...
thats +10.29 heat on a normaly only 24heat.

i run 2uac10+2uac5's just to avoid that....

#137 LurmBait

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Posted 07 June 2016 - 04:52 AM

Neither needs to change,
All the unviable weapons need to be buffed then you wouldn't feel like anything is wrong

#138 Karl Streiger

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Posted 07 June 2016 - 05:05 AM

View PostOderint dum Metuant, on 21 May 2016 - 11:48 PM, said:

4 UAC 10 Kodiak is far from OP.

If you close to within 500M of one, that's your own fault.

You can close - remember each canon fires 3 bullets.... think for your self what happens when the pilot hast to follow your movement?
At very close distances the quad UAC10 is fodder




And about the UAC10...yeah this weapon seriously need a nerf.... ever run a Gargoyle with a UAC10 or a Summoner? They are pure dead machines.... NERF the UAC10 NERF them to hill..... alternative think twice.

Almost every single weapon of a kind is always useless, as well as almost every weapon is OP when you mount just enough..... problem nr 1 since 2012

Edited by Karl Streiger, 07 June 2016 - 05:06 AM.


#139 Triordinant

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Posted 07 June 2016 - 05:12 AM

Posted Image

#140 Gas Guzzler

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Posted 07 June 2016 - 07:37 AM

So lasers aren't OP anymore? Now UAC10s are OP?

This is ******* pathetic. It's nice to know that so much of this community is completely incapable of thinking for themselves. How can we have a thinking man's shooter when the masses just demand for weapons that kill them to be nerfed? Seriously.







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