Jump to content

Plz Buff Is Ac10


92 replies to this topic

#81 Tristan Winter

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,530 posts
  • LocationNorway

Posted 24 January 2017 - 04:47 PM

View PostHit the Deck, on 24 January 2017 - 04:36 PM, said:

Smurphy shows this. Is that what you mean?

I thought that was maximum horizontal distance, not vertical distance. I know that doesn't make sense, but I thought it was a hold-over from tabletop stats. So it's actually a useful statistic in the Mechlab? Cool!

#82 Pjwned

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 4,731 posts
  • LocationDancing on the grave of Energy Draw LOL

Posted 24 January 2017 - 05:01 PM

View PostQuicksilver Kalasa, on 24 January 2017 - 09:29 AM, said:

A velocity buff for starters. Both the AC10 and PPC have similar damage profiles and ranges, yet one has 300m/s over the other.


Well, considering that both weapons hit their target in a little under half a second at max optimal range, I'm not really seeing a problem because that seems like a pretty good basis for projectile speed to me.

I'm not really arguing against it exactly, but I'm not really convinced it's needed either.

#83 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 24 January 2017 - 05:16 PM

View PostTristan Winter, on 24 January 2017 - 04:12 PM, said:

On a completely seperate topic, have you ever tested the approximate max height of different classes of jump jets, depending on how many are equipped?

Yes

It's always Y+(n-1)Z
Or, the first HoverJet™ gives you the biggest height, and each subsequent one is the same linear increase

I don't like the fact it's linear.


View PostBishop Steiner, on 24 January 2017 - 04:36 PM, said:

Battletech 2017 closed beta please come soon... then I can leave this shithole behind and y'all can trash it further however you like.


PGI isn't about to let us do that, as much as we'd love to

#84 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 24 January 2017 - 05:21 PM

View PostBishop Steiner, on 24 January 2017 - 10:48 AM, said:

one also has a significant heat profile advantage, and much quicker cooldown. Last thing we need is return to PPC/AC10 pairing poptarts.

Just speaking as someone who uses AC10s on pretty every mech possible, not named HBK-4G.
(my 3 primary heavies being a dual ac10 Ilya, dual ac10 rifleman and an ac10/4xSRM4 packing Orion, and my standby non Hunchback mediums being the CN9-A and D..both with std AC10s.... and speaking as a flanker and harasser... I love the ac10 as is. It get's a vel buff, I just see more mid range peeking being encouraged, tbh)

I don't deny a projectile vel would be nice, I just worry about reopening pandora's box.


A little late, but I think it's worth pointing out that every single one of those three 'Mechs you listed as using AC/10 with feature phenomenal ballistic quirks, and they would not do as well without those quirks. You can already do PPC+AC/10 on some of them, but how often do you see a Rifleman running 2xPPC+1xAC/10 even with that amazing 40% velocity bonus?

I mean, shoot, how often do you even see a Marauder pop-tarting? It can already do it comfortably with 2x AC/5 and an XL325, all the AC/10 allows is a faster engine so it can sort of keep up with the TBR, but with a tremendous loss of range. I don't think there's much to worry about, not even with future tech like Light AC and Light/Snub-nose PPC, because the effectiveness doesn't change at all. It's still just 30 PPFLD vs. the 35-50 we have to deal with from the Clans.

#85 Tristan Winter

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,530 posts
  • LocationNorway

Posted 24 January 2017 - 05:23 PM

View PostMcgral18, on 24 January 2017 - 05:16 PM, said:

Yes
It's always Y+(n-1)Z
Or, the first HoverJet™ gives you the biggest height, and each subsequent one is the same linear increase
I don't like the fact it's linear.

So the stats in the Mechlab are false? I looked at the Mechlab stats for Class II and Class IV jump jets and it was basically completely linear for every added jet. Max distance divided by number of jump jets.

Do you know if the Mechlab numbers indicate vertical or horizontal distance and if they're close to the actual numbers?

Edited by Tristan Winter, 24 January 2017 - 05:23 PM.


#86 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 24 January 2017 - 05:25 PM

View PostYeonne Greene, on 24 January 2017 - 05:21 PM, said:


A little late, but I think it's worth pointing out that every single one of those three 'Mechs you listed as using AC/10 with feature phenomenal ballistic quirks, and they would not do as well without those quirks. You can already do PPC+AC/10 on some of them, but how often do you see a Rifleman running 2xPPC+1xAC/10 even with that amazing 40% velocity bonus?

I mean, shoot, how often do you even see a Marauder pop-tarting? It can already do it comfortably with 2x AC/5 and an XL325, all the AC/10 allows is a faster engine so it can sort of keep up with the TBR, but with a tremendous loss of range. I don't think there's much to worry about, not even with future tech like Light AC and Light/Snub-nose PPC, because the effectiveness doesn't change at all. It's still just 30 PPFLD vs. the 35-50 we have to deal with from the Clans.


actually, that was factored in. And the only reason those quirks aren't totally out of line is because tonnage and hardpoints keep them from being boated.

#87 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 24 January 2017 - 05:32 PM

View PostTristan Winter, on 24 January 2017 - 05:23 PM, said:

So the stats in the Mechlab are false? I looked at the Mechlab stats for Class II and Class IV jump jets and it was basically completely linear for every added jet. Max distance divided by number of jump jets.

Do you know if the Mechlab numbers indicate vertical or horizontal distance and if they're close to the actual numbers?


Honestly, I'm not sure
There was a comprehensive Reddit post about JJs which I can't remember specifics, but these were my findings
https://mwomercs.com...bout-hover-jets


Maybe horizontal from full thrust? But, vertical was consistently the first JJ getting higher, then every subsequent being a smaller amount.

#88 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 24 January 2017 - 05:37 PM

View PostBishop Steiner, on 24 January 2017 - 05:25 PM, said:


actually, that was factored in. And the only reason those quirks aren't totally out of line is because tonnage and hardpoints keep them from being boated.


I'm not worried about AC/10 boats. It will always be a gimmick, even at Assault weights. 30 cold PPFLD is going to be the domain of Light AC/5 if they add them, and you would likely see a lot of QQ over it. 40 PPFLD would be the domain of 2x AC/10 + 2x PPC/LPL, because 4x AC/10 is horrid in terms of slot usage...to the point where you can't do it with an XL and without EndoSteel and have more than 60 rounds...insufficient to feed 4x AC/10.

At any rate, the Rifleman is already a very meta 'Mech whose only deficiency is tonnage and the armor that goes with it. It can even do a Gauss and two PPCs, a build where the extra velocity is actually harming it because the Gauss round is moving at 2,800 m/s vice 1200 m/s on the PPC, and it runs cold. And that's with zero heat-gen quirks. Pop-tarting is, like, 90% weapons and only 10% jump jets in terms of what's governing effectiveness. A peek 'Mech that can do 35 PPFLD is almost as potent as a pop-tarter doing the same thing, especially when it's as fast and agile as a 280 XL Rifleman. On that premise, I really don't see a buffed AC/10 upsetting anything.

#89 Hit the Deck

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,677 posts
  • LocationIndonesia

Posted 24 January 2017 - 06:26 PM

View PostQuicksilver Kalasa, on 24 January 2017 - 04:40 PM, said:

I don't necessarily care if the AC10 is PPFLD (although it should because it allows it to be more comparable to the Clan AC10) I just want it to be synced with other weapons.

I did mean the combo.

View PostTristan Winter, on 24 January 2017 - 04:47 PM, said:

I thought that was maximum horizontal distance, not vertical distance. I know that doesn't make sense, but I thought it was a hold-over from tabletop stats. So it's actually a useful statistic in the Mechlab? Cool!

The horizontal distance actually depends on your speed when you initate the jump so that's why the EXE last time I checked, for example, can cross the ravine horizontally on Canyon Network in one jump.

#90 Tristan Winter

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,530 posts
  • LocationNorway

Posted 24 January 2017 - 11:57 PM

View PostHit the Deck, on 24 January 2017 - 06:26 PM, said:

The horizontal distance actually depends on your speed when you initate the jump so that's why the EXE last time I checked, for example, can cross the ravine horizontally on Canyon Network in one jump.

Yeah, I wasn't implying it was an accurate statistic.

#91 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 25 January 2017 - 12:02 AM

IS AC10 also takes 7 slots, which is as much as a Gauss Rifle! Compare that to CUAC10, which requries only 4 slots, making it possible to mount two in the same ST, with an XL engine. Sure the AC10 series ammo buff was nice, but IMO all weapons in this game need their ammo to be buffed to at least 200 damage per ton, in the first place.

#92 Jun Watarase

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,504 posts

Posted 25 January 2017 - 07:16 AM

Anyone familiar with cryengine happen to know if theres any kind of setting, whether map or game dependant, that would cause projectiles to be slower than their advertised speeds?





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users