Assuming they are not smacked with super heat penalties or some crazy burn time negative.
This would ideally be done instead of the high burn times
GH limits should probably stay (within reasonable limits)
4 or 5 HMLs, 2 HLLs is my guess
Maybe 6 HLLs to be in line with all other MLs, but it's a fair bit more damage
ghost heat and weak double heatsinks will never allow you to fire enough heavy lasers to justify their existence in the game.
so literally their only advantage will be on clan mechs that are starved for energy hardpoints... and thats so situational that adding them to the game in the first place is stupid.
what they SHOULD add is clan ER pulses. with more crits, heat, and longer cooldown to balance the longer range of the pulse lasers. clans deserve a long range pulse thats balanced.
ghost heat and weak double heatsinks will never allow you to fire enough heavy lasers to justify their existence in the game.
so literally their only advantage will be on clan mechs that are starved for energy hardpoints... and thats so situational that adding them to the game in the first place is stupid.
what they SHOULD add is clan ER pulses. with more crits, heat, and longer cooldown to balance the longer range of the pulse lasers. clans deserve a long range pulse thats balanced.
That is absolute speculation. We cannot and will not know if they are good/bad/indifferent until we see ingame range, heat, damage and duration values. Its pointless to speculate until then.
I think they should be low range, lowish duration (0.8 - 1.0s or so) very high damage per ton and appalling damage per heat (i.e. extreme heat)
Edited by Widowmaker1981, 15 March 2017 - 07:00 AM.
I think they should be low range, lowish duration (0.8 - 1.0s or so) very high damage per ton and appalling damage per heat (i.e. extreme heat)
so why wouldnt I just use an erppc?
which is very long range, instant duration, decent damage per ton, and appalling heat?
again.. heavy lasers are pointless. erppcs already do the same thing better. which is why heavy lasers were pointless in tabletop too.
there is really no middleground for heavy large laser in between er med lasers/large pulses and erppcs. its going to end up being worse than one or the other either way.
And again ER pulses is what clans SHOULD get. It would give us back the long range on our pulses but in a way thats balanced by extra crits, heat, and longer beam durations/cooldowns.
which is very long range, instant duration, decent damage per ton, and appalling heat?
again.. heavy lasers are pointless. erppcs already do the same thing better. which is why heavy lasers were pointless in tabletop too.
there is really no middleground for heavy large laser in between er med lasers/large pulses and erppcs. its going to end up being worse than one or the other either way.
And again ER pulses is what clans SHOULD get. It would give us back the long range on our pulses but in a way thats balanced by extra crits, heat, and longer beam durations/cooldowns.
Almost twice the damage for the same tonnage should provide nice benefit in itself
ER pulses sound Terribad, from what I've read
Obscene heat for little to no benefit, and they couldn't compete with Gauss PPC at range, why bother having them?
My gut reaction is that Light XLs will be a straight improvement to mechs that currently run STD engines due to their hitboxes.
You might see some Assaults that can "get away with" an XL also switch to Light XLs for a more balanced loadout.
Any other mech already using XL now for any competitive/meta loadout will be making, at best, a side grade - as you will need to either sacrifice a lot of speed or a lot of firepower (or some portion of both) to make up for the new tonnage cost.
IS Heavies & Mediums would really struggle to make up that tonnage difference.
Speaking, of, does anyone have a handy conversion chart for MWO engine weights vs. TT engine weights?
which is very long range, instant duration, decent damage per ton, and appalling heat?
again.. heavy lasers are pointless. erppcs already do the same thing better. which is why heavy lasers were pointless in tabletop too.
there is really no middleground for heavy large laser in between er med lasers/large pulses and erppcs. its going to end up being worse than one or the other either way.
And again ER pulses is what clans SHOULD get. It would give us back the long range on our pulses but in a way thats balanced by extra crits, heat, and longer beam durations/cooldowns.
Maybe for people who are bad at aiming with projectiles? i dont know, it is hard to see a niche for them, its true (and anything that includes short range and overly long duration can just die in a fire and never be used).
ATMs on the other hand might start off WTFBBQ OP though, if they work how im guessing (3 damage per missile, 270m range, triple range, scaling down to 0 at 810m, homing) .. because an ATM 12 is suddenly a 36 damage homing faceraper. Maybe streak bone targeting? But that would make them suck.. so heres hoping not.
LocationNAIS College of Military Science OCS courses
Posted 15 March 2017 - 07:46 AM
Ultimax, on 15 March 2017 - 07:35 AM, said:
Speaking, of, does anyone have a handy conversion chart for MWO engine weights vs. TT engine weights?
Page 49 of the BT tech manual... Has all engine weights from 10 to 400. That's for ICE/FE (Fuel Cell)/Fission/SFE/LFE/XL
Gyros are done by taking the engine rating / 100 rounded to the nearest full ton, always round up. For Gyro weight modifiers, see page 50 of the Tech manual
Standard Cockpits weigh 3t, see page 52.
So a 250 series XL weigh 6.5t + 3t (gyro rounded to nearest full ton, always round up) + 3t cockpit = 12.5t
MWO 250 series XL weight 12.5t
Edit:
So as you can see, they do sink up, once you factor in the Gyro and Cockpit weights...
It's a big chart and would take a while to transcribe all of it, but looking at the info I provided, someone with more time could to the extrapolations to get the Gyro weights out of the MWO engine sizes as well as knowing they need to pull 3t for the cockpit as well.
It's a 13-ton, 7-slot weapon. The most any Heavy 'Mech can reasonably bring is two and there won't be much room for anything else left over after ammo. It's self-limiting already. There's no need to split it up further. Now if you want to say it should have a longer base cool-down, say 3 instead of 2.5 seconds, I'll be right there with you.
Wait... So... OK. Your are arguing "the most one could take is two on a heavy mech." You also argued increased jam chance. You also argued it is a worse UAC5.
Guess what. Same deal with CLAN UAC10s. In fact, most of the Clan heavies, and a couple Assaults, can only actually pack ONE. It works for us. It will work for you. Stop saying the sky is falling. Look at thew damage potential. I want the game to have balanced weapon systems on EITHER side of the tech line. Not clearly OP ones. You have the option for double the damage output in a 13 ton weapon, vs taking TWO UAC5 which is way heavier. It is weight savings. It is potential damage output that far and away exceeds the damage output of any one AC5, and beats out the UAC5 twice over.
Stop whining when faced with a reasonable balance direction. You sound like those terrible Clan pilots who think the sky is falling because the tech gap is being closed significantly, here.
At least you guys have a front loaded, pinpoint option. Jesus.
Edited by Pariah Devalis, 15 March 2017 - 08:13 AM.
LocationNAIS College of Military Science OCS courses
Posted 15 March 2017 - 08:15 AM
Pariah Devalis, on 15 March 2017 - 08:10 AM, said:
Wait... So... OK. Your are arguing "the most one could take is two on a heavy mech." You also argued increased jam chance. You also argued it is a worse UAC5.
Guess what. Same deal with CLAN UAC10s. In fact, most of the Clan heavies, and a couple Assaults, can only actually pack ONE. It works for us. It will work for you. Stop saying the sky is falling. Look at thew damage potential. I want the game to have balanced weapon systems on EITHER side of the tech line. Not clearly OP ones. You have the option for double the damage output in a 13 ton weapon, vs taking TWO UAC5 which is way heavier. It is weight savings. It is potential damage output that far and away exceeds the damage output of any one AC5, and beats out the UAC5 twice over.
Stop whining when faced with a reasonable balance direction. You sound like those terrible Clan pilots who think the sky is falling because the tech gap is being closed significantly, here.
At least you guys have a front loaded, pinpoint option other than Gauss Rifle or cERPPC's. Jesus.
Pariah Devalis, on 15 March 2017 - 08:10 AM, said:
Wait... So... OK. Your are arguing "the most one could take is two on a heavy mech." You also argued increased jam chance. You also argued it is a worse UAC5.
Guess what. Same deal with CLAN UAC10s. In fact, most of the Clan heavies, and a couple Assaults, can only actually pack ONE. It works for us. It will work for you. Stop saying the sky is falling. Look at thew damage potential. I want the game to have balanced weapon systems on EITHER side of the tech line. Not clearly OP ones. You have the option for double the damage output in a 13 ton weapon, vs taking TWO UAC5 which is way heavier. It is weight savings. It is potential damage output that far and away exceeds the damage output of any one AC5, and beats out the UAC5 twice over.
Stop whining when faced with a reasonable balance direction. You sound like those terrible Clan pilots who think the sky is falling because the tech gap is being closed significantly, here.
At least you guys have a front loaded, pinpoint option. Jesus.
And you sound like sour grapes over your preferred faction not quite fitting how you want to play. The reasonable balance direction was giving the IS FLD to offset the costs, which you are trying your damned hardest to undo. The sky isn't falling just because you might have to deal with 20+20; you have been dealing with it for years. You are drumming up a bogeyman that doesn't exist simply over a case of envy.
You go throw a pair of UAC/10 onto an Ebon Jag, and let me know how much room you have left over. Now go do the same on an XL325 Firebrand. Actually, I'll save you the effort: 8.5 vs 3.3 tons, and that is without the heatsinks being counted in the Ebon or with any armor tinkering for either. Yes, I can buy 3 more tons by dropping to a 300, but you see? That's already a trade-off. I also won't be able to fit any heatsinks to keep whatever number of ERML cool, so there's another tradeoff. And that XL kills the 'Mech when it goes, so there is yet another tradeoff. Pull the durability quirks or whatever to make the build a bit of a glass cannn (it already is), but the gun is supposed to be more lethal for its cost which, for the whole package, is greater than the cUAC/10. Hell, it's greater than a cUAC/20. The guaranteed 10 damage does not, by itself, justify requiring four more tons over the UAC/5; it isn't even enough for anybody to take the standard, single-shot AC/10 over the standard 5. I can just as easily take those weight savings for guaranteed damage out of a brace of ERML or some supplemental PPCs. If I were to swap out my 6xML and twin UAC/5 for twin-burst UAC/10 on my RFL, it would be a downgrade in average DPS, surge DPS, and range. I get nothing out of it. That's what you are afraid of?
Edited by Yeonne Greene, 15 March 2017 - 08:58 AM.
It delivered most of what we'd expected, with a handful of items missing, and some happy surprises
How about we have a in depth look at which might have an impact on the game, base entirely on wild speculation!
Spheroid LBx family:
Spoiler
Shite
We know this, the LBx as a weapon is generally inferior to the single shot capabilities of the normal ACs, especially since the LB10x is the only one who is lighter.
No effect on popular builds without a LBx revamp
Spheroid UAC family:
Spoiler
Potential
They will likely still have a burst, but follow the UAC5 VS cUAC5 mentality= -1 shell to the burst
That is, a 2 shot UAC10 and a 3 shot UAC20
As a previously avid UAC10 user, I can say that 3 round bursts are reasonable to land at 950M/s
As for the 650 M/s Bowling Balls...well, you won't be using them at range!
They may end up different, but I feel this would be a solid starting place, and they would up the potential damage up for the Spheroid chassis.
Spheroid ER laser family:
Spoiler
Implementation Dependant
The isERML could be fantastic mid range skirmish weapon...or it could be hot garbage
The isSL is already most of the way to the isERSL, so there's a severe issue there. Same heat, same range, same damage...bloody hell, we ALREADY HAVE AN isERSL!
SL fudging aside, I expect the isERML to have 2x extended damage falloff, and to potentially exceed the cERML max range, but not damage. Heat and damage are likely to remain at 5 (to much chagrin)
Spheroid Streak family:
Spoiler
Meh
We know exactly what to expect here, functionally. F&F, 270M range, 3 & 4.5 tons
Likely better cooldowns than their Clam counterparts, potentially better velocity
Good at decimating Lights, and giving other targets a nice Damage Bukkacake
Spheroid Gauss family:
Spoiler
Implementation Dependent
hGauss requires a STD engine
STD engines are shite
This is an issue of Opportunity Cost, in what you sacrifice in being able to take a Heavy Gauss Rifle
At 18 tons and 11 Crits, very few things could take it effectively, let alone two
25 damage at 180M is quite impressive, but the falloff is heavier than most weapons.
25/20/10
6/13/20
That is, 0 damage at 600M, 20 until 390M, 25 for 0-180M
With the weight savings of a XL or LFE, you could instead get some of the way towards a second Gauss Rifle, for 30 damage at 660M.
But, if the Charge isn't any longer, and it has a fair damage falloff, it could be...a silly choice for silly people, but not a bad choice.
It hurts robots, after all.
Light Gauss, while Long Range, has poor damage.
12 tons (AC10, cGauss)
8 damage
750 Optimal range
Honestly...I can't help but feel this should have 3x max range (or, maybe 2.5, to 1875M)
Maybe even Chargeless, but that can be iterated on
It's a very heavy tonnage cost for very little damage.
Heck...maybe 3 KM/s velocity? Or 2500, to at least have a range accuracy bonus over the Gauss Rifle, if we leave it with a charge
This one might need damage fudging, or a lesser cooldown
Spheroid Rotary AC family
Spoiler
DAKKA DAKKA DAKKA
Solid potential
RAC5 at
10 tons
6 Slots
630M range
1 heat per 5 damage
PGI describes it as a typical Wind up Minigun, but also Wind Down...
Not sure about that second part. Bullets keep flying as you release the trigger?
I do not expect it to frontload 5 damage in a rapid fashion, but more smaller rounds. Not unlike a cAC, but more of a bullet hose.
The wording may allow for a jam-less burst if you don't exceed the time, but may also be subject to RNGeesus like our other UACs.
The RAC2 stats are
8 tons
3 Slots
750M Range
1 Heat per 2 damage
I expect the heat to drop, and not to be too much weaker than the RAC5, perhaps just weaker damage shells and otherwise similar performance.
These could certainly make nasty mid range DPS monsters, depending on how cruel RNGeesus is, if he has any say at all
Spheroid and Clam Machine Gun Family
Spoiler
Could be good mediocre
The HMG sacrifices range for damage
The LMG sacrifices damage for range
Both could be useful, actually
If the LMG has a 300-400M range potential, it could supplement Laservomit as random Crit support when poking for a LOLpha. I mean, it's free damage, why not?
HMG would likely replace current MGs where applicable, because they're facehugging weapons regardless.
We could see some more significant changes, such as the HMG being poor at Critting, but significantly better against Armor, and vice versa for LMGs, but that's on the Underling.
Clam VS Spheroid MGs follow the typical approach, Clams weighing half as much.
Being a TON apiece for the Spheroid, Lights would probably say no.
At 0.5 tons for Clams, still a possible choice
LMGs are the same tonnage as normal MGs
Spheroid MRM family
Spoiler
Potentially good
Or garbage
PGIplz
10/20/30/40 damage missile launchers
These can maximize direct fire damage PER missile hardpoint, without any need to pay the LRM Taxes
There are many ways to go with these, including
Spread
Velocity
GH limits
Volley Fire
Personally, I would go for the powerful but poor recycle approach
Make them GOOD as mid range direct fire weapons, with solid velocity (to hit at 400M well), decent spread (let's say 3-4-5-5 Spread values, same as a non-Artemis cSRM6 at the highest)
But, add a duration to it, not much, but enough to split the missiles. Otherwise, you risk engaging Shitreg, which is bad with simultaneous explosions. Add a 0.05s delay (same as cLRMs) to fire a set of 5 missiles. That's almost nothing, but should spread the missiles out enough for calculations.
But, the Underling may choose a different approach
What can be said for certain is that it shouldn't be a waste to have a single Missile hardpoint anymore, if you want to take a large MRM launcher.
Rocket Launcher family
Spoiler
Huh?
I didn't expect these
They'll probably be Single Use MRMs, for practical purposes
Maybe more powerful, because of their single use nature, but if you have free tonnage and an empty missile slot...might be worth taking some
They come in 10/15/20 size
Tons
0.5/1/1.5
Crits
1/2/3
Heat
3/4/5
Range is all 360M
If they're given decent Spread and Velocity, might be worth grabbing a few on mechs which otherwise ignore the hardpoints
But, likely best to ignore them if they perform poorly
High unexpected
Or, 6 tons 4 Crits for 10 damage, -1 tons +1 Crits
It shares the min range, and max range with the PPC
Almost expecting a 3 GH limit, for 15 damage...but that doesn't sound right
Heavy PPC
15 damage
15 heat
10 tons
4 Crits
540M range
90M Min range
Hm...3 LPPCs for 9 tons, 6 Crits, 15 heat, 15 damage?
Or 1 hPPC for similar results?
I can't help but feel that there's some overlap on these weapons. More than likely a global GH link, so no mixing and matching PPCs in numbers greater than 2.
Velocities may or may not be the same
hPPC allows for a nasty punch for 1 hardpoint, which some mechs greatly need.
Snub Nose also fits in here
Its range profile is different, with a long-short range, which tapers off quickly, but 450M is where it does nothing
It has no Min range, and deals 10 damage.
2 Crits
6 Tons
10 Heat (likely lower in MWO)
PPC family seems to have a lot of overlap, and many similar characteristics when it's combining multiple LPPCs
Should be good, at least
Spheroid Light Engine
Spoiler
RIP STD
It itself will be fantastic, though
It's at 75% weight of a STD engine, to the 50% of isXL and cXL
That is to say, it's still inferior to the cXL, but shites all over the STD
Also allows for an AC20, or UAC20 to be ST mounted
I'm expecting reduced penalties compared to cXLs with ST loss, but personally, I'd go with none at all, and buff the STD to compensate
Powerful Spheroid tech
Spheroid Light Ferro Fibrous Armor
Spoiler
By Mecha Cthulhu...Clams OP
This is just as bad as isFF, but half as beneficial and half as costly
14 VS 7 Crits
12% VS 6% extra armour per ton
That's VS the Clam FF
7 Crits for 20% protection
Yes, LFF is under 1/3 what cFF gives you for the same cost
#PGIPLZno
But, practically speaking, if you have 7 Crits free, why not. It won't give you much (half of what FF would currently offer you), but it might make a Heatsink. On an Assault mech
Spheroid Stealth Armor
Spoiler
Magic Jesus Field incarnate, is that you?
I'm assuming this removes the ability to even have a Dorito, or at the very least, sets your "targetingFactor" to 0.0, while ECM currently gives you a 0.25
So, no matter how close a target gets, he'll never be able to target
I'm unsure how this would affect TAG (and guided weapons in general)
I'll assume they'll just have a bad time.
Also unsure if PGI will make them take the proper Crits, or just assign them floating.
It costs 1 H/s to use, rendering your TrueDubs into SHS
I'll assuming flipping J, to Counter, means it turns the Stealth Armor off
Potentially useful, but mostly for Potato Land
You'll need to turn it off when you actually Fight, because SHS are BAD
Spheroid Targeting Computers
Spoiler
Good
Identical to the Clam TCs, I'm assuming. Just give the Spheroid the capability to equip them.
They already have all the applicable Spheroid weaponry listed in their stats.
Flip
That
Flag!
Laser AMS (Clam & Spheroid)
Spoiler
It's...AMS, but hot
1.5 tons for the Sphere, 1 ton for Clams
Or, 1 AMS and a half ton of ammo for either, but in 1 Crit slot.
It's 5 and 7 heat, but I imagine it can be normalized, and generate 0.5 H/s when in use
Taking up 2.5 TrueDubs worth of cooling, but never heating you up.
Not a bad thing, but still not sure I'd use one
Clam Micro Lasers
Spoiler
It's so small!
0.25 and 0.5 tons, 1 Crit, 1 heat
2 and 3 damage
I'm thinking the damage might change, because the cSPL got that whole DOUBLE source damage thing going on (very nice that it's useful, unlike the Spheroid SPL)
These...might have a place for the hardpoint galore robots (like the glory which is the Piranha, Soon™), Nova, Exe
But, they may prove to just be a novelty. Source Range of 90/120 prevents their use, most of the time
Clam Heavy Laser family
Spoiler
Hot, Big, depends on implementation
Specifically, Duration
The Heavy Lasers have potential to be absolutely nasty for fast movers, to vomit damage and back off, or on mechs who have massive cooling, or just pathetic numbers of hardpoints
HSL is the weakest, as you'd expect.
90M, 3 heat, 6 damage
That's worse all around than the cSPL (double TT damage)
So, expect it to get a damage boost, and a burn increase. Maybe even 7 damage...matching the cERML
HML is the nasty one
10 Dam
7 Heat
2 Crits
1 Ton
270M
Duration is what makes or breaks this one
Already as hot as a MWO cERML stock, which may stay the same, but just a duration increase over it
HLL
16 Dam
18 Heat
3 Crits
4 Ton
450M
This has a bad Heat/Dam ratio
It will need adjusting, especially with the massively inflated cLPL damage (much like the SPL/HSL relation)
The effectiveness all depends on implementation. Don't expect much overlap with Pulse or ER lasers, as they are short range, high damage, probably higher facetime
Light Clam equipment?!
Spoiler
It's smaller, and has less range
Should be neat for some mechs.
LAP is listed as 90M detection range (VS 120 and 150)
It would probably have a shorter anti-ECM bubble as well.
Streak boats may prefer to keep the full size probe, but people who want Target Info should be fine with the LAP
Light Tag should be just as effective, but less range
It has a 270M range, which would actually make it very dangerous to use
I might consider it on my new ATM mechs, to get faster locks against ECM (and hopefully Stealth Armor) equipped mechs
Clam Advanced Tactical Missiles
Spoiler
Plz don't Bad
They should be powerful, with the given header:
TT ATMs had 3 types of ammo, all with different range brackets.
In MWO, I'm expecting something very simple: Starting 3 damage, linear falloff, 3x range
So, 3 damage at 0M, 0 damage at 810M
They may change that, with the 1/2/3 damage values in whichever given range brackets, but we won't have ammo to fuss around with
Mechanically, I expect LRMs, possibly with more shallow arcs (or, arcs dependent on range, only more severely than LRMs currently are)
Straight trajectory at sub 200M mechs, sort of thing
I imagine they'll be locking, and I imagine the Artemis bug will still affect them fully
So, I plan to throw a couple on my Dual Gauss Scorch, add a Light Tag instead of a half ton Gauss Ammo, and get 25% Lock acquisition ATMs at 270M, and half duration at range
These might make me consider taking Locking Missiles, simply because they will be more reliable...hopefully
That took awhile...
TL:DR
Legacy Tech™ wise, the STD engine is my biggest concern, but the isSL family also has some issues
SL could be given a shorter range, and significantly shorter cooldown. Make it DPS instead of poke-y (but again, that's then the SPL niche)
STD is easy to fix:
Give the Engine quirks
That simple
Make it more durable, have better agility (with the decoupling of Engine Size, Engine Type could have an effect instead)
And, if all else fails, give it more cooling. Energy Boat might appreciate it, as would Brawlers.
LBx family has the issue of being bad. That's less of a LegacyTech™ issue and more a fundamental problem with the weapon system
UACs do have the potential of drowning out the isACs
That can be fixed by giving the ACs better stats in a non-damage fashion. Such as velocity. If they were 50% faster (random number) they could hit more reliably, and thus be more accurate instead of just brute forcing the damage out.
Can be applied to cACs as well as isACs. Both will be in a not-great place VS UACs
isNormal Laser family could likely use a heat decrease with the coming of isER lasers.
Remember the Slunchening of 2012? Most probably don't, but they still retain the 200% heat nerf, and the +1 heat to the isML as well.
Those could be reduced to 1 & 3
Gauss, I feel the normal Gauss would still remain the most powerful, without Stat Fudging. All could be made useful, IMO
RACs shouldn't eliminate the burst potential of large UACs, but the DPS role could see a shift away from normal ACs
MGs may have identity issues if damage and range are the only differences
MRMs could either replace SRMs entirely, or never compare. Progressive velocity was one suggestion, if it's a PGI programming possibility.
Rocket Launchers could be better MRMs which fire once, or just bad
PPC family has a strange amount of overlap, and yet almost identical stats when mixing LPPCs and the other types. Snub does offer something new, no min range for 10 heat
Ferro is still Terribad, but now it only costs the same for sub 1/3 the result!
TCs won't marginalize anything, and would hopefully be identical to cTCs
So...what are you worried about getting replaced? Really, it seems many have space for individual roles, or worthlessness. Only the Luffy comes to really replace anything outright
And no, being able to mount a isLB20x or Heavy Gauss cannot be the SOLE role for the STD engine to exist
It competes with the cXL, remember that.
what reason does the STD Clan engine exist for?
Also, Zombie, Sword and Board, units that may not feel the slight boost in mobility is worth the added vulnerability (assuming ST loss penalties of some sort), some won't find the space, etc. It is a concern, not saying it isn't but it's not a universal upgrade.
So you can use all of ST slots for weapons, e.g. Quad Gauss KDK-3.
Note that I didn't mention about its effectiveness, but that's one reason the STD is useful.
I'm not opposed to buffing the STD if that's not enough.
Frankly, I too would like to see Standard Engines come baked in with torso structure or armor quirks. You are giving up a lot of tonnage for the engine. Might as well make it a significantly more durable option than XL or LFE.
LocationStationed at the Iron Dingo's Base on Dumassas
Posted 15 March 2017 - 09:36 AM
Has anyone thought about what those RLs will do for the Missile Locusts? I think it could be great fun to blow a Knockoff sky high with an RL80 Lolcust 3S.
Pariah Devalis, on 14 March 2017 - 11:03 PM, said:
What I hope is that PGI simply chops down the burst by one bullet as compared to the Clan UAC family. So UAC2/5 stays at one shell, 10 fires two 5-point shells, and the 20 fires three 6.666 damage shells.
You realize that turns the UAC/10 into a crappier UAC/5, right?
I think you misunderstood what he meant.
For a single tap:
cUAC2 = 2 damage divided into 1 shells
cUAC5 = 5 damage divided into 2 shells
cUAC10 = 10 damage divided into 3 shells
cUAC20 = 20 damage divided into 4 shells
IS UAC2 = 2 damage divided into 1 shells
IS UAC5 = 5 damage divided into 1 shells
IS UAC10 = 10 damage divided into 2 shells
IS UAC20 = 20 damage divided into 3 shells
So the IS UAC10 would be pretty nice. A double tap for 20 damage, a total of 4 shells. For only the cost of one ton compared to the AC10. I expect mechs like the WHM-6R to lean heavily on this weapon, it will be very effective. Something like 2x UAC10 (5 tons ammo) + 4x ERSL, LFE320. And the Murdermets could rock 3x UAC10 with 1000 damage worth of ammo. A slow XL engine, but 60 damage in 4-shell bursts every 2.25 seconds? Nasty. And the quad UAC5 Mauler can probably afford to bump one UAC5 up to a UAC10 for extra burst. Something like the HBK-4H will probably see a nice boost from this.
...
So...what are you worried about getting replaced? Really, it seems many have space for individual roles, or worthlessness. Only the Luffy comes to really replace anything outright
...
I'll just quote myself from another thread, as that seems to also be relevant here:
Mystere, on 15 March 2017 - 10:33 AM, said:
You'd think they'd perform some kind of forward planning to avoid all of that [i.e. rebalancing every time new stuff drop in game], right?