Ac/2 Increased Crit Chance?
#1
Posted 19 September 2016 - 10:54 PM
#2
Posted 19 September 2016 - 10:56 PM
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
Posted 20 September 2016 - 01:19 AM
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
Posted 20 September 2016 - 01:31 AM
As for dps that's not a concern
#5
Posted 20 September 2016 - 01:38 AM
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
Posted 20 September 2016 - 08:26 AM
LordNothing, on 20 September 2016 - 01:38 AM, said:
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
Posted 20 September 2016 - 10:21 AM
#8
Posted 20 September 2016 - 11:36 AM
#9
Posted 20 September 2016 - 02:31 PM
Mole, on 20 September 2016 - 08:26 AM, said:
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.
Deathlike, on 20 September 2016 - 11:36 AM, 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.
Edited by LordNothing, 20 September 2016 - 02:32 PM.
#10
Posted 20 September 2016 - 02:57 PM
LordNothing, on 20 September 2016 - 02:31 PM, said:
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.
#12
Posted 20 September 2016 - 04:28 PM
#14
Posted 20 September 2016 - 11:11 PM
FupDup, on 20 September 2016 - 04:28 PM, said:
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
Posted Yesterday, 02:28 PM
#16
Posted Yesterday, 04:45 PM
use the surplus ac2s to reduce the zombie population.
Edited by LordNothing, Yesterday, 04:46 PM.
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