Why Take Acs?
#1
Posted 23 August 2016 - 09:25 PM
#2
Posted 23 August 2016 - 10:10 PM
jweltsch, on 23 August 2016 - 09:25 PM, said:
I agree that this was a poor decision, but PGIs reasoning is pinpoint frontloaded damage needs to be nerfed under the new system. I used to love ballisitcs, but in there PTS state I'm not touching them outside of the God-Rifle. Their big bonus for me was their high damage for low heat, that's why I mounted them.
I still remember when people were saying ballistic weapons would never be comp, those were the good old days, same with PPCs.
Edited by Jack Shayu Walker, 23 August 2016 - 10:11 PM.
#3
Posted 24 August 2016 - 01:13 AM
Edited by davoodoo, 24 August 2016 - 01:13 AM.
#4
Posted 24 August 2016 - 03:22 AM
My question is: is this the kind of mechs supposed to be limited by this new system? if not then there is something deeply wrong.
#5
Posted 24 August 2016 - 03:41 AM
I played around in a couple of Jager dakka builds last night, and was pretty easily able to dish out damage. Wasn't sure what to expect, so I was pleased.
I do think there's room to consider restoring old velocity values.
Overall, the imbalances in PTS 2 amount to lasers still mostly operating outside of Energy Draw and combining for typically giant peek-alphas (LPLs particularly).
But that's simple to address, especially now that PGI is assigning by-weapon values. That's huge for specific tuning.
#6
Posted 24 August 2016 - 04:45 AM
Even if your AC volley get a few points over the draw limit, the heat is managable.
What builds did you test that don't work?
Combination of 2x LP and AC5 is pretty much unaffected.
The PTS2 ED changes bring most weapons very close to the current GH numbers, but usually allow a bit more room while at the same time being affected by all other weapons you shoot at the same time.
As long as you stop blasting everything (40+ dmg alphas) there wouldnt be much to noticed compared to now. - even less penalty in most cases than what we have now (if you only compare single-weapon group).
#7
Posted 24 August 2016 - 06:27 AM
Reno Blade, on 24 August 2016 - 04:45 AM, said:
Even if your AC volley get a few points over the draw limit, the heat is managable.
What builds did you test that don't work?
Combination of 2x LP and AC5 is pretty much unaffected.
You are missing my point, it is not affected by energy draw, it is affected by increase of cooldown of AC5, decrease of cooldown modules and reduction of damage of LPLs.
That lame configuration cannot use the AC5 for ROF anymore, it relied on the AC5 for a continuous pew pew, also LPLs are reduced in effectiveness. Basically the change made use of non-boated ACs even more marginal.
The problem is that a marginal mech like that is much more affected than the boats that were intended to be toned down.
None of my laser boats or AC boats is affected in the same way, you just have to form groups and alternate fire, something most players did even before energy draw because the old ghost heat.
For example I usually create left/right groups on laser/ppc boats, energy draw will have close to zero impact on those mechs for me.
Edited by EvilCow, 24 August 2016 - 10:31 AM.
#8
Posted 24 August 2016 - 08:58 AM
#9
Posted 24 August 2016 - 11:20 AM
El Bandito, on 24 August 2016 - 08:58 AM, said:
think this might well be the new mauler build.... the ac/2 actually does more dps than the 5 now lol.
Reno Blade, on 24 August 2016 - 04:45 AM, said:
Even if your AC volley get a few points over the draw limit, the heat is managable.
What builds did you test that don't work?
Combination of 2x LP and AC5 is pretty much unaffected.
The PTS2 ED changes bring most weapons very close to the current GH numbers, but usually allow a bit more room while at the same time being affected by all other weapons you shoot at the same time.
As long as you stop blasting everything (40+ dmg alphas) there wouldnt be much to noticed compared to now. - even less penalty in most cases than what we have now (if you only compare single-weapon group).
The point is that why spend the extra tonnage and risk ammo explosions or running out of ammo if firing acs will draw more energy and heat you up when I can pack lasers and have maybe a tad more heat but handle it better because I have that much more tonnage and slots to take heat sinks. Under the new system I see little that makes acs worth more than lasers and heat sinks, and that little is not going to be worth ammo limits and explosions.
#10
Posted 24 August 2016 - 11:47 AM
#11
Posted 24 August 2016 - 11:58 AM
#12
Posted 24 August 2016 - 12:04 PM
#13
Posted 24 August 2016 - 12:26 PM
jweltsch, on 24 August 2016 - 11:20 AM, said:
think this might well be the new mauler build.... the ac/2 actually does more dps than the 5 now lol.
The point is that why spend the extra tonnage and risk ammo explosions or running out of ammo if firing acs will draw more energy and heat you up when I can pack lasers and have maybe a tad more heat but handle it better because I have that much more tonnage and slots to take heat sinks. Under the new system I see little that makes acs worth more than lasers and heat sinks, and that little is not going to be worth ammo limits and explosions.
I don't think that the 1.5 heat of an AC5 will "heat you up" is an correct statement.
Compare that to a MLaser generating 4 heat... or a PPC generating 10 heat.
FLPPD, range and RoF is the big benefit over lasers.
You just have to time your shots wisely to make best use of the dps of ACs, their PPFLD and then use the backup lasers when you have enough energy again. Nobody forces you to shoot everything and thats the good thing in this ED system, everyone will be restricted to "humane" levels of damage output.
#14
Posted 24 August 2016 - 12:39 PM
#15
Posted 24 August 2016 - 01:35 PM
I think the ac/5 needs the ac/10 treatment and give it a greater ammo efficiency. That would help further accentuate the tonnage advantage. 30 -> 40 rounds per ton.
#16
Posted 24 August 2016 - 02:03 PM
This of course also points to, friggen put the heat base for everyone to 30, full stop. We put weapons to proper heat and damage with the proper 30 heat cap (and make DHS and SHS a trade off of tonnage vs Space for IS which they currently are in the PTS) and we can get to probably a good solid foundation to start balancing stuff. Maybe Energy Draw will be needed from there, but, we need to address that high alphas are due to inflated damage amounts as well as our heat capacity is far greater than it should be.
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