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Ac/2 Increased Crit Chance?


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#1 Hades Trooper

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Posted 19 September 2016 - 10:54 PM

Can anyone tell me which patch or if i'm mistaken but didn't they in one patch increase the crit chance of ac/2's?

#2 Mcgral18

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Posted 19 September 2016 - 10:56 PM

Yes they did

WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="2000" lifetime="10.0" duration="0.0" tons="6" maxRange="1440" longRange="720" minRange="0" ammoPerShot="1" ammoType="AC2Ammo" cooldown="0.72" heat="0.8" impulse="0.0375" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="Ballistic" slots="1" Health="10" critChanceIncrease="0.06,0.03,0.01" critDamMult="1.0"/>


#3 Chuck Jager

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Posted 20 September 2016 - 01:19 AM

The problem is even if Ac2 had an automatic crit it would only register as 3 damage. YOu still receive more damage from each exposure than you put out in regards to the amount spent for weapons in tonnage.

but for 3 tons more you can get a ultra 5 and put out 10 damage in about 75 sec compared to the 6 and 3 extra tons for ac2s (approx numbers with many factors)

#4 Hades Trooper

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Posted 20 September 2016 - 01:31 AM

thank you, i was sure they had changed it but couldn't find out where.

As for dps that's not a concern

#5 LordNothing

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Posted 20 September 2016 - 01:38 AM

a lot of people arent using the main advantage of the ac2, its range. install a range module and find a mech that has the right quirks (velocity and range), and you have a gun that can cross the map and do full damage while they strip your paint off with their mostly out of range weapons.

the only problem is the only mechs where this ability is useful are lights and fast mediums with the mobility to stay at max optimal range. then you are only running 1 or 2 guns, and have some severe ammo restrictions because of your mech class. i really think the smaller mechs need some ac2 ammo quirks, or just increase the ammo globally to 180-200 damage per ton.

and then there is the other solution.

Edited by LordNothing, 20 September 2016 - 01:56 AM.


#6 Mole

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Posted 20 September 2016 - 08:26 AM

View PostLordNothing, on 20 September 2016 - 01:38 AM, said:

a lot of people arent using the main advantage of the ac2, its range. install a range module and find a mech that has the right quirks (velocity and range), and you have a gun that can cross the map and do full damage while they strip your paint off with their mostly out of range weapons.

the only problem is the only mechs where this ability is useful are lights and fast mediums with the mobility to stay at max optimal range. then you are only running 1 or 2 guns, and have some severe ammo restrictions because of your mech class. i really think the smaller mechs need some ac2 ammo quirks, or just increase the ammo globally to 180-200 damage per ton.

I have a Victor that runs 3 AC/2. Sounds crazy, I know, but it works. I picked apart a Kodiak from across the map on Alpine the other day and all he could do was try and walk toward me through the hail of dakka. By the time he got in range I had both his side torsos open and it was a trivial matter to finish him off. He uh... got kinda mad...

Edited by Mole, 20 September 2016 - 08:27 AM.


#7 Dee Eight

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Posted 20 September 2016 - 10:21 AM

One of my battlemasters is also triple AC/2s, as with 10% ballistic range and 10% range module I'm doing a nicely grouped six points of damage every second for very little heat at up to 864 meters. The Blackjack BJ-1 is one of the best for the AC/2 sniper role still as its got a 25% velocity, 25% range, and a net 35% cooldown bonus for its double AC/2s. With the range module you're putting out 8 damage a second at 972 meters.

#8 Deathlike

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Posted 20 September 2016 - 11:36 AM

Still "Worthless" is the practical answer.

#9 LordNothing

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Posted 20 September 2016 - 02:31 PM

View PostMole, on 20 September 2016 - 08:26 AM, said:

I have a Victor that runs 3 AC/2. Sounds crazy, I know, but it works. I picked apart a Kodiak from across the map on Alpine the other day and all he could do was try and walk toward me through the hail of dakka. By the time he got in range I had both his side torsos open and it was a trivial matter to finish him off. He uh... got kinda mad...


victor has the mobility to use ac2s effectively. i put a pair on my zeus that i won in the event, next to some erlls and srms for when the battle gets brawly. big xl320. i expect it to do well at ranged combat. it also has a 20% ballistic velocity quirks giving you a final velocity of 2400. well above an un-quirked gauss rifle.

View PostDeathlike, on 20 September 2016 - 11:36 AM, said:

Still "Worthless" is the practical answer.


to be fair i do think a weapon should be able to stand on its own and not rely so heavily on quirks and modules. ppcs had this problem for a long time (they are better now imho). still there are some cases where the ac2 is a good weapon.

Edited by LordNothing, 20 September 2016 - 02:32 PM.


#10 Deathlike

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Posted 20 September 2016 - 02:57 PM

View PostLordNothing, on 20 September 2016 - 02:31 PM, said:

to be fair i do think a weapon should be able to stand on its own and not rely so heavily on quirks and modules. ppcs had this problem for a long time (they are better now imho). still there are some cases where the ac2 is a good weapon.


I challenge you to find a good case.

Everything the AC2 does, the AC5 does better.

Despite having increased range and speed, the AC2 naturally spreads its damage out like ERLL lasers at long distance.

At brawling distances, the AC5 will do better concentrated damage at a lesser heat value over time.

Pretty much anything the AC2 does is either at best mediocre.. or at worst, inferior to the AC5 over most of the same roles.

#11 El Bandito

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Posted 20 September 2016 - 04:20 PM

View PostDeathlike, on 20 September 2016 - 02:57 PM, said:

I challenge you to find a good case.

Everything the AC2 does, the AC5 does better.


Except on quirked mechs. ;)

I'll take AC2s on my BJ-1 over AC5s, any day.

#12 FupDup

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Posted 20 September 2016 - 04:28 PM

I still want the cooldown module for them. :(

#13 El Bandito

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Posted 20 September 2016 - 07:55 PM

View PostFupDup, on 20 September 2016 - 04:28 PM, said:

I still want the cooldown module for them. Posted Image



If I get a nickel for every time I tweeted Russ about AC2 CD module, I would have 30 cents by now.

Which can get me a kilo of potatoes.

#14 LordNothing

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Posted 20 September 2016 - 11:11 PM

View PostFupDup, on 20 September 2016 - 04:28 PM, said:

I still want the cooldown module for them. :(


the lack of a cd module is a defacto nerf that needs to go away. if energy draw gets away with throttling back all the weapons' dps values, then i think they should totally bring in ac2 modules to make them not suck so bad at a lower firing rate.

#15 Allen Ward

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Posted Yesterday, 02:28 PM

Almost 10 years later and 6xAC2 boats eat through my assaults in seconds now. Macro cheat and you cannot even trun around fast enough before you die. From a hilarious distance, too. How can AC2 not have Ghost Heat? wtf?

#16 LordNothing

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Posted Yesterday, 04:45 PM

6+, and maybe dont stand there and take it. been some time since i ran my ultraviolet and i havent bought a bane yet. but at the end of the day it is a dps build, and easily defeated by use of cover. i think id rather replace them with pac4s or lac5s, and have more overall stopping power at midranges rather than extreme range dps.

use the surplus ac2s to reduce the zombie population.

Edited by LordNothing, Yesterday, 04:46 PM.






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