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Uacs Need To Change, Not The Kodiak-3


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#21 Appogee

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Posted 20 May 2016 - 01:27 AM

I think C-UACs are in a pretty good place. I generally prefer using them over laser vomit on Clan Mechs.

My being able to put 4 of them on high-mounts on a high-armor chassis is the issue. The power creep is real.

#22 Corrado

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Posted 20 May 2016 - 01:42 AM

Why who starts nerfs threads lately, are usually players hiding their tiers and often players that haven't bought kodiaks? why i do see instead detailed answers with pros and cons, from decent players that are actually using both the "OP NERF PLOX" KDK3 as well as the other variants? Everytime a new mech comes out it's always the same... did even saw thread about the "OP PLS NERF" SRM archer-5W.

Now this really really OP C-UAC10 (just second to the even more powerful C-AC10) is so powerful and popular that PGI buffed ammo per ton to make it appealing. just sayin.

#23 Cyrilis

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Posted 20 May 2016 - 01:47 AM

View PostGentleman Reaper, on 19 May 2016 - 08:28 PM, said:


LB-Xs need spread buffs,


was done recently, I think it was April patch?

#24 Navid A1

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Posted 20 May 2016 - 02:10 AM

View PostGentleman Reaper, on 19 May 2016 - 08:11 PM, said:

It's generally accepted that the KDK-3 is the most powerful Kodiak because of UAC boating, but stick on a normal AC or an LB-X and it's even if not worse than the rest. When you have 4 UAC-10s, the number of them makes up for the jam chance, so it means that it will rarely stop firing if it's not being fired upon.

Make UACs have a longer cooldown if you double-tap, so you choose between burst-DPS or sustained DPS. Anyone have their own ideas?


This mindsets has always been the problem...

Fix one OP mech... but screw a million other builds across all other chassis.

What about mechs with only 1 UAC?... screw them right?


I hate to say it... but... Ghost Jam... or barrel overheat bar may do the trick... the more UACs you boat, the more Jamming you'll get!

#25 Phra

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Posted 20 May 2016 - 03:00 AM

Give it the 4N treatment, up the ghost heat on 2+ C-UAC10s, because it's hardly noticable with 15 DHS. You can doubletap all four on anything but TT and TD, without crippling your DPS.

#26 Alistair Winter

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Posted 20 May 2016 - 03:18 AM

From experience, this is probably what PGI will do. Remember how they dealt with Timber Wolves and Stormcrows? They made global nerfs to Clan lasers.

"Oops, looks like we also nerfed the Summoner, as a consequence. The Summoner was a top tier heavy mech, right? We good?"

I would not be surprised at all if they nerfed the UAC10 and UAC20, and accidentally pushed the Highlander IIC and Shadow Cat further down into the mud. PGI has long been more concerned with balancing the top mechs between factions (e.g. Timber Wolf vs Black Knight) than worrying about the bottom mechs (e.g. Black Knight vs Summoner)

Edited by Alistair Winter, 20 May 2016 - 09:02 AM.


#27 Phra

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Posted 20 May 2016 - 06:41 AM

The problem is not the UAC10 itself, but the fact the KDK3 can spam 4 of them without giving a flying f about ghost heat.

#28 Mystere

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Posted 20 May 2016 - 06:46 AM

View PostGentleman Reaper, on 19 May 2016 - 08:49 PM, said:

Asymmetrical balancing almost never works, you'd need to have asymmetrical teams in IS-Clan fights and that's not happening for a multitude of reasons.


It almost never works because people approach it with the wrong and/or highly limited mindset, lacing the effort with self-fulfilling prophecies.

#29 Gas Guzzler

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Posted 20 May 2016 - 07:03 AM

View PostPhra, on 20 May 2016 - 06:41 AM, said:

The problem is not the UAC10 itself, but the fact the KDK3 can spam 4 of them without giving a flying f about ghost heat.


That isn't true though. Double tapping all 4 immediately (spamming) gives you the ghost heat of 8 UAC10s.

#30 Gentleman Reaper

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Posted 20 May 2016 - 07:05 AM

Before people start making assumptions about me, I bought the Kodiak pack (see the badge), I've talked about changing UACs for over a year (we should not have RNG based weapons), if you guys even bothered to look at my earlier posts I think clan ACs need a buff to velocity. It's just with the release of the KDK-3 that it has highlighted the flaws with a jam mechanic when you have multiple of them, making them have higher cooldowns if you double-tap would help alleviate this, and would maked UACs more useful when used in smaller numbers, as you wouldn't lose a primary weapons on lighter mechs to chance.

#31 Phra

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Posted 20 May 2016 - 07:08 AM

View PostGas Guzzler, on 20 May 2016 - 07:03 AM, said:

That isn't true though. Double tapping all 4 immediately (spamming) gives you the ghost heat of 8 UAC10s.


Have you actually tried it, or just being the usual forum warrior?

With a 375XL filled with DHS, totaling at 15, you can doubletap four all the **** you want on anything but Mordor and Hot Desert.

THAT, is the problem.

Edited by Phra, 20 May 2016 - 07:09 AM.


#32 Lugh

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Posted 20 May 2016 - 07:12 AM

View PostGentleman Reaper, on 19 May 2016 - 08:11 PM, said:

It's generally accepted that the KDK-3 is the most powerful Kodiak because of UAC boating, but stick on a normal AC or an LB-X and it's even if not worse than the rest. When you have 4 UAC-10s, the number of them makes up for the jam chance, so it means that it will rarely stop firing if it's not being fired upon.

Make UACs have a longer cooldown if you double-tap, so you choose between burst-DPS or sustained DPS. Anyone have their own ideas?

NO.

It's already bad enough that the jam change is in excess of 15% when it should be set to 2.9%.

DO NOT STARE AT KDK-3s or DIREWOLVES OR KING Crabs, etc.

View PostCyrilis, on 20 May 2016 - 01:47 AM, said:


was done recently, I think it was April patch?

Didn't make a discernible difference.

Edited by Lugh, 20 May 2016 - 07:10 AM.


#33 Mister Blastman

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Posted 20 May 2016 - 07:13 AM

No, UACs do not need to change. If you nerf them, it will screw over already terrible robits like the Suckoner™.

#34 HerrRed

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Posted 20 May 2016 - 07:17 AM

Am I the only one who thinks that 4 uac10 seem fine? Maybe even on the weak side? At range avoiding their damage is easy if you keep movie g and if I see one up close, I usually fire and run, and attempt to catch a flank. What the hell is up with this mentality of "if you can't face tank it, it is OP"?

Another build that reduces the amount of laser vomit present is good in my books. Case in point, with my KDK1, moving parallel (with some leg twist to change the relate speed) to a kdk 3 at 500 meters firing my lasers and LRMs focusing on the right ST I avoided a lot of shells and managed take out the ST. At close range on my hellbringer I dodged and maneuvered to catch his back while it was distracted with others shot it from the back.

Was caught in the open by a pair of.them in my own kdk3 got blown to small bits... So they seem fine. Maybe a buff to projectile speed would be nice.

#35 Quicksilver Aberration

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Posted 20 May 2016 - 07:20 AM

View PostPhra, on 20 May 2016 - 07:08 AM, said:


Have you actually tried it, or just being the usual forum warrior?

With a 375XL filled with DHS, totaling at 15, you can doubletap four all the **** you want on anything but Mordor and Hot Desert.

THAT, is the problem.

Ummmmm, wat, I have played it and double tapping with all four allows you to maybe get 3 "alphas" off before getting heat capped on maps like Tourmaline, and that heat doesn't come down fast.

Edited by Quicksilver Kalasa, 20 May 2016 - 07:20 AM.


#36 Phra

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Posted 20 May 2016 - 07:20 AM

80 dmg in your face in about .5 is anything but fine.

#37 Gentleman Reaper

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Posted 20 May 2016 - 07:23 AM

View PostMister Blastman, on 20 May 2016 - 07:13 AM, said:

No, UACs do not need to change. If you nerf them, it will screw over already terrible robits like the Suckoner™.


So it's fine that high-tier chassis become the meta just so unfortunately limited chassis become competent because of an unfair weapon? PGI will be pushing uber-quirks for Omnimechs that don't have Endo or have too much fixed equipment, so then the Summoner will hopefully become competitive.

Edited by Gentleman Reaper, 20 May 2016 - 07:25 AM.


#38 Phra

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Posted 20 May 2016 - 07:24 AM

View PostQuicksilver Kalasa, on 20 May 2016 - 07:20 AM, said:

Ummmmm, wat, I have played it and double tapping with all four allows you to maybe get 3 "alphas" off before getting heat capped on maps like Tourmaline, and that heat doesn't come down fast.


Which is exactly what I said? On anything but Terra and Tourmaline. And the jam will reduce ghost heat anyhow.

On the sidenote, that 3 "alpha" is already 240 dmg, enough to kill any mech or two.

Edited by Phra, 20 May 2016 - 07:26 AM.


#39 Gentleman Reaper

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Posted 20 May 2016 - 07:29 AM

View PostHerrRed, on 20 May 2016 - 07:17 AM, said:

Am I the only one who thinks that 4 uac10 seem fine? Maybe even on the weak side? At range avoiding their damage is easy if you keep movie g and if I see one up close, I usually fire and run, and attempt to catch a flank. What the hell is up with this mentality of "if you can't face tank it, it is OP"?

Another build that reduces the amount of laser vomit present is good in my books. Case in point, with my KDK1, moving parallel (with some leg twist to change the relate speed) to a kdk 3 at 500 meters firing my lasers and LRMs focusing on the right ST I avoided a lot of shells and managed take out the ST. At close range on my hellbringer I dodged and maneuvered to catch his back while it was distracted with others shot it from the back.

Was caught in the open by a pair of.them in my own kdk3 got blown to small bits... So they seem fine. Maybe a buff to projectile speed would be nice.


The fire-more-often-than-not nature of UACs mask the horrid velocity that Clan ACs have in general, C-ACs suffer because of it, so remove the random chance of UACs, and then buff the velocity, because at that point C-ACs can be removed from the game as they're not supposed to exist.

#40 Quicksilver Aberration

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Posted 20 May 2016 - 07:30 AM

View PostPhra, on 20 May 2016 - 07:24 AM, said:

Which is exactly what I said?

No, you said you can fire all you want on all but Terra and Tourmaline, which is not the case, Tourmaline isn't THAT hot compared to other maps, and the irony that it is so hot on maps that typically favor dakka heavily is not lost on me either.

View PostPhra, on 20 May 2016 - 07:24 AM, said:

On the sidenote, that 3 "alpha" is already 240 dmg, enough to kill any mech or two.

If they are standing still inside 400m maybe, so basically only bad players. It isn't the first mech to have a large alpha, the old meta Whale had a massive alpha and it was much more reliable at placing it at 600m as well.

Edited by Quicksilver Kalasa, 20 May 2016 - 07:32 AM.






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