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Ac5/uac5 Too Hot


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#1 Gas Guzzler

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Posted 21 November 2016 - 08:46 AM

I feel the 50% heat increase was not quite justified. It is really felt on mechs that combined autocannons with other weapon systems. Perhaps a less than 50% nerf would have been more appropriate, especially on the IS side, where the autocannons weigh more, significantly so in the case of the UAC5.

#2 Dreadgorth

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Posted 21 November 2016 - 11:42 AM

Personally i feel that they are going to have to raise the AC heat even more specifically for ac/cac/cuac2 and all clbx ac. Running into a gun bot that just rips into you and kills you in a few seconds because he has NO heat problems while putting a constant stream of AC rounds into you is not fun. This is just breaking the game. If ppl want AC and other weapons to NOT get nerfed then STOP boating just one or two weapons on a mech of the same class (8 cuac2 on a dire wolf is just one of many examples). These boaters are the ones causing ac and other weapons to get nerfed. I personally feel that there should be a much higher cost for carrying more then one of a weapon such as cuac's or just increase the jam rate to a fair level so that there is no more stare of death.

Edited by Dreadgorth, 21 November 2016 - 11:44 AM.


#3 Gas Guzzler

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Posted 22 November 2016 - 08:09 AM

View PostDreadgorth, on 21 November 2016 - 11:42 AM, said:

Personally i feel that they are going to have to raise the AC heat even more specifically for ac/cac/cuac2 and all clbx ac. Running into a gun bot that just rips into you and kills you in a few seconds because he has NO heat problems while putting a constant stream of AC rounds into you is not fun. This is just breaking the game. If ppl want AC and other weapons to NOT get nerfed then STOP boating just one or two weapons on a mech of the same class (8 cuac2 on a dire wolf is just one of many examples). These boaters are the ones causing ac and other weapons to get nerfed. I personally feel that there should be a much higher cost for carrying more then one of a weapon such as cuac's or just increase the jam rate to a fair level so that there is no more stare of death.


The 8UAC2 Dire overheats in seconds. It's actually an extremely hot build. Sounds like you have not tried it and have only been on the receiving end which makes you a little biased. If you find yourself against a ballistic boat and you don't have adequate firepower yourself, you just need to spread damage by torso twisting and get back to cover and try to engage from an angle that he is not covering. I agree that imposing such restrictions would make the game easier for some people but it's not really in the spirit of MechWarrior, and is a little unrealistic to expect. I mean... we have a Mauler with 6B hardpoints. What's the point if you can only use one or two of them?

#4 ALEXANDER CARLYLE

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Posted 22 November 2016 - 01:17 PM

Reality is that you need to buy new mechs again. PGI can't live on best wishes. So what if reality changes so you have to spend money.

#5 -Ramrod-

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Posted 22 November 2016 - 02:09 PM

IS UAC's should never have been nerfed. I mean what valid reason is there? This is why we need the Annihilator. Especially a variant with 6 ballistic hardpoints (2 in each torso and 1 in each arm). It would be a good counter to the dakka Dire Wolf and maybe even the K-3. A 6 UAC-5 Annihilator versus a 6-8 UAC-5 Dire Wolf. Would be interesting to see. An Annihilator would be more versatile with ballistics than anything the IS has right now. Heck 4 AC-10's with maybe some quirks would be pretty nasty. Could sorta kinda stand up to the K-3

Edited by Ramrod AI, 22 November 2016 - 02:12 PM.


#6 Dee Eight

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Posted 22 November 2016 - 05:58 PM

Oh please...IS UAC's enjoy solid shots not streams of shots. Nerfing them would require making them streaming rounds like clan autocannons.

#7 Wizard 0 0

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Posted 22 November 2016 - 07:46 PM

Simple don't use a script to fire them faster than humanly possible. (cheating IMO)
I have 3 AC'5s on a few of my builds and on chain fire the increased heat is negligible for the reason that by the time it gets to hot one of us is moving on with a kill, that's with using Mlas also.

#8 Kalimaster

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Posted 23 November 2016 - 10:23 AM

I don't think that the new heat values are beneficial to game play. Yes they make Mechs run hotter to some degree. The increase in jam chance for the low powered Clan AC/2 was unnecessary as was the heat increase, all in preparation for the energy draw which most players are against.

There are several ways that this game game can be made more intense, exciting, and enjoyable, but these patches of hindering weapons in efforts to prolong matches are not the right choices.

#9 Snazzy Dragon

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Posted 23 November 2016 - 11:39 AM

I still barely notice the heat buildup unless I'm doing the uac10 vomit meme build on kodiak. I only noticed it for Inner Sphere autocannons. Like they needed that much of a nerf.. Ghost heat firing more than 3 ac5s at once would have been enough, not this silly "you shot two ac5s, have like 20% heat buildup -xoxoxo PGI"

#10 Koniving

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Posted 23 November 2016 - 11:56 AM

View PostWizard 0 0, on 22 November 2016 - 07:46 PM, said:

Simple don't use a script to fire them faster than humanly possible. (cheating IMO)
I have 3 AC'5s on a few of my builds and on chain fire the increased heat is negligible for the reason that by the time it gets to hot one of us is moving on with a kill, that's with using Mlas also.


Every script, no matter how staggered the fire may seem, requires that delays be put into firing and thusly, any and every script use inherently requires, by definition and mathematical fact, the weapon's to fire at rates slower than simply holding the trigger.

Even if you chain fire 6 ACs or PPCs or lasers to fire with a 0.0000001 second delay in sequence, you still fire 0.0000005 seconds slower than the plain Jane human who just fired them all in a single trigger pull. Regardless of the script you cannot make weapons shoot faster as the cooldown cannot be changed on the user's end.

And most of those firing patterns are either for the show, the sound, or in many cases to cut the firing rate down enough to make the heat manageable before the recent thermal nerf on ACs.

Edited by Koniving, 23 November 2016 - 11:58 AM.


#11 Void Angel

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Posted 23 November 2016 - 01:06 PM

Or to avoid phantom jamming - though I've not tested that to see if it works.

Edited by Void Angel, 23 November 2016 - 02:55 PM.


#12 naterist

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Posted 23 November 2016 - 02:05 PM

it might be interesting if boated uacs jammed at the same time as one another. just a thought, not sure were alse to say it.

#13 Gas Guzzler

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Posted 23 November 2016 - 02:07 PM

View PostWizard 0 0, on 22 November 2016 - 07:46 PM, said:

Simple don't use a script to fire them faster than humanly possible. (cheating IMO)
I have 3 AC'5s on a few of my builds and on chain fire the increased heat is negligible for the reason that by the time it gets to hot one of us is moving on with a kill, that's with using Mlas also.


Who the **** says I was using a scrip to fire them faster than humanly possible (which is impossible btw). I am completely script/macro free, so why you would assume that I am using that is beyond me.

View PostDee Eight, on 22 November 2016 - 05:58 PM, said:

Oh please...IS UAC's enjoy solid shots not streams of shots. Nerfing them would require making them streaming rounds like clan autocannons.


And now AC5s are too hot to effectively pair with energy weapons on most mechs. How is that a good thing?





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