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Clan Acs


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#1 Clownwarlord

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Posted 15 November 2016 - 12:07 AM

OK lets talk about why Clan ACs never get used. I am not talking about UACs I am talking about Clan ACs.

Lets just look at the Clan AC 20 to the UAC 20:
Clan AC 20
Damage: 20 damage over 4 projectiles of 5 each
Heat: 6 with firing 2 or more at the same time causes penalty
Cooldown: 4.7 seconds
Range: 360
Max Range: 720
Slots: 9
Tons: 12
Speed: 650
Ammo/Ton: 28
DPS: 4.26
DPH: 3.33
DPS/T: .35
HPS: 1.28
Impulse: .09
Health: 10
Coast: 1.2 mil

UAC20
Damage: 20 damage over 4 projectiles of 5 each
Heat: 7 with firing 2 or more at the same time causes penalty
Cooldown: 4.0 seconds
Range: 360
Max Range: 720
Slots: 8
Tons: 12
Speed: 650
Ammo/Ton: 28
DPS: 5.00
DPH: 2.86
DPS/T: .42
HPS: 1.75
Impulse: .09
Health: 10
Coast: .96 mil

*UAC20 will have a 8 second jam time after Nov 15th patch. Before it is 5 seconds.

So looking at it you can clearly see there is NO POINT to using Clan AC, why?

#2 RestosIII

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Posted 15 November 2016 - 12:09 AM

Still waiting for LBX ammo switching. Any day now. Any day.

Posted Image

Edited by RestosIII, 15 November 2016 - 12:14 AM.


#3 Mcgral18

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Posted 15 November 2016 - 12:11 AM

Because reasons, mainly.



PTS5 actually corrected that cooldown issue...and I sure hope it's a patch typo which excludes them, because that was a damned positive change.

#4 LordNothing

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Posted 15 November 2016 - 01:28 AM

lack of modules is also a defacto nerf (this goes for all the cacs and the uac2). this needs to be rectified. new module system though so maybe that will fix it. idk why a new system is needed when a bit of maintenance on the old system is all thats required.

cac2s are at least on par with the is weapon and a single tap of a uac2 (at least till tuesday when it looses a quarter of its heat). however above that class the longer cds start kicking in. you get a weapon that is instantly obsoleted by the one slot less expensive uac, and something that is actually worse than the is version. on top of all that its also not distinct enough from the uac. same shot counts, same velocity, same almost everything. so not only is it weak but boring as well. at least the lbs give you an exciting twist to the autocannon and a gaming staple, the shotgun.

#5 RestosIII

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Posted 15 November 2016 - 02:20 AM

View PostLordNothing, on 15 November 2016 - 01:28 AM, said:

lack of modules is also a defacto nerf (this goes for all the cacs and the uac2). this needs to be rectified. new module system though so maybe that will fix it. idk why a new system is needed when a bit of maintenance on the old system is all thats required.

cac2s are at least on par with the is weapon and a single tap of a uac2 (at least till tuesday when it looses a quarter of its heat). however above that class the longer cds start kicking in. you get a weapon that is instantly obsoleted by the one slot less expensive uac, and something that is actually worse than the is version. on top of all that its also not distinct enough from the uac. same shot counts, same velocity, same almost everything. so not only is it weak but boring as well. at least the lbs give you an exciting twist to the autocannon and a gaming staple, the shotgun.


I'm still pissed off that the Pinpoint skill has existed this long.

#6 Idealsuspect

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Posted 15 November 2016 - 02:24 AM

Becose high cooldown + no double tap...
And no mention about + 1 slot required


Incomming UAC jam neft won't change this fact AC<UAC
At last and specially for CAC20 health should be 50-100% more than UAC20 cousin

Edited by Idealsuspect, 15 November 2016 - 02:26 AM.


#7 El Bandito

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Posted 15 November 2016 - 02:27 AM

View PostClownwarlord, on 15 November 2016 - 12:07 AM, said:

So looking at it you can clearly see there is NO POINT to using Clan AC, why?


Not suppose to be in game. Remove them, PGI. As someone who gave a damn about lore, I do not want to see them in MWO any longer. Posted Image

View PostLordNothing, on 15 November 2016 - 01:28 AM, said:

at least the lbs give you an exciting twist to the autocannon and a gaming staple, the shotgun.


If you count it as exciting for a shotgun shell to deal the equivalent damage of a single bullet, at point blank range... LBX pellets desperately needs damage increase for it to feel like a true shotgun.


Posted Image

Edited by El Bandito, 15 November 2016 - 03:03 AM.


#8 LordNothing

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Posted 15 November 2016 - 03:02 AM

View PostRestosIII, on 15 November 2016 - 02:20 AM, said:

I'm still pissed off that the Pinpoint skill has existed this long.


it could be that they are replacing systems that nobody at the studio understands. and if said studio had a full time programmer, this would be a non-issue. code would be maintainable and documentation would exist. if an idiot like me can manage a git repo, im sure a "trained professional" could handle it too. instead you got people who seem to be afraid to edit some xml files. other than xml there are a lot of lua files. lua is the most straightforward language ive ever picked up, there are like 6 data types and only one very powerful structure type (tables) and typical control structures. i pretty much learned the basics over a weekend and then picked up the advanced stuff later on. and if there is something it cant do i bust out the c api and code it closer to the metal.

Edited by LordNothing, 15 November 2016 - 03:04 AM.


#9 Bradigus

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Posted 15 November 2016 - 03:27 AM

Considering they're in the game, and that PGI has no intention of removing them or adding more guns, they have to make them a viable option.

This SHOULD be rather simple. With three improvements.

- Reduce number of shells in the stream for cAC's. AC2 fires 1 shell, AC5 & 10 fires 2 shells, AC20 fires 3 shells.

- Reduce the slot size of cAC's to be the same as cUAC's. Many clan mechs have trouble actually fitting the larger clan autocannons into their arms due to space limitations.

- Tighten the burst fire rate of the cAC's stream. If they fire in a slightly tighter group than cUAC's, they'll have a purpose as a more accurate weapon.

Why 2 shell burst for both cAC5 and cA10? Well, the cAC5 would have superior range and velocity to cAC10, as well as rate of fire. But for 3 tons more, the cAC10 would upgrade it's shell damage from 2.5 of the cAC5 to 5.

This way, cAC's don't outperform cUAC's, but are a more accurate sustain fire option.

Edited by Bradigus, 15 November 2016 - 03:28 AM.


#10 Kmieciu

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Posted 15 November 2016 - 04:49 AM

Clan Autocannon is a made-up weapon.
Clans do not use regular autocanons.

#11 HATER 1

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Posted 15 November 2016 - 06:35 AM

View PostKmieciu, on 15 November 2016 - 04:49 AM, said:

Clan Autocannon is a made-up weapon.
Clans do not use regular autocanons.


The clans do have basic weaponry, but consider it inferior/obsolete. This is in a setting where LBX-ACs have shot AND slugs, and CUACs and ISUACs only jam when fired in burst, 1/36 chance.

Another thing to consider is when the only thing your shooting is other mechs, the point of a lot of this weaponry is lost... all the lighter weapons in this game over perform because "balance and viability" vs having the correct targets to shoot them at.(ie infantry, vehicles, battlearmor...)





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