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The Underpowered Clan Ultra Ac 2


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#21 Alistair Winter

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Posted 20 March 2017 - 06:15 PM

View PostKalimaster, on 20 March 2017 - 10:44 AM, said:

Sorry, I thought they only did one damage per shot. I can admit my mistakes.

Certainly no need to apologize. The ones who should apologize are the guys who can't point out a mistake without being condescending. But that's how it goes on the internet.

For what it's worth, I'd agree that it's underpowered. But it's just hard to balance this weapon without making certain Clan mechs too powerful. One of the bad things about the hardpoint system is that you constantly need to worry about the select few mechs that have a high number of hardpoints. It's kind of hard to balance a weapon when some mechs can equip 8 of that weapon, while others can only equip 2.

For now, perhaps the solution is to give some better ballistic quirks to the underpowered Clan mechs that can't boat ballistic weapons? Preferably something more than a UAC jam quirk for the Mist Lynx.

#22 Deathlike

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Posted 20 March 2017 - 06:20 PM

I'm pretty sure something happened in Vancouver that went like this..

Somewhere in the Balance Overlord's Man Cave said:

Some *censored words* hurt me with a CUAC2 dakka boat.
My Lord has tweeted me so!
Now, I will pull the sword from the stone bring out the nerfbat from the closet!


#23 justcallme A S H

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Posted 20 March 2017 - 06:55 PM

View PostBohxim, on 20 March 2017 - 06:15 PM, said:

I don't see that much of an ammo issue in the gyrs. 5uac2 still let's me load 750 rounds and rarely do I get the chance to fire til hot as I reposition


5? 6 x UAC2 or go home :P

9 tonnes with 6 UAC2, I can usually get 850dmg out of a Gyr, HBK is less. Not sure on how effective my ammo to dmg is, I've never really calculated it but guessing it's not far off what is capable.

If I had 5T more (5 x UAC5), I could just spray and pray LOL :D

View PostKhobai, on 20 March 2017 - 05:01 PM, said:

no the issue with the UAC2 is because it jams so often it does less dps than an AC2.


So, don't mash the double tap?

Since the UAC potato-nerf, you simply cannot mash the key anymore and "ride" the jams out, cause they take to long.

I only double tap a UAC now unless I know it's worthwhile and then back into cover to wait the eternal timer on the jam.

#24 chucklesMuch

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Posted 20 March 2017 - 10:52 PM

I love my quad uac2 huntsman and 6xuac2 Nyt gyr... but oh to have more ammo D:)

Back to OP sure, please do buff my 'UP' favourite dakka weapon (one of my overall favourite weapon period).

Edit: Maybe it is UP? Is or Isnt its still fun! Either way how about we just give cua2's more ammo per ton ;)

Edited by chucklesMuch, 21 March 2017 - 02:45 AM.


#25 DrSaphron

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Posted 21 March 2017 - 01:58 AM

For the guys running 6 UAC2s on their Night Gyrs, just remember, that is 5 less tons of ammo to work with and the shot grouping is spread across the mech. In my opinion 5 UAC2s and 4 ERSmall lasers is the magic loadout, certainly enough to cut most mechs in half and, if you get the UAC rythm down, give any assault a legitimate reason to stop and backup on a charge!

#26 LordNothing

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Posted 21 March 2017 - 07:27 AM

View PostAlistair Winter, on 20 March 2017 - 06:15 PM, said:

Certainly no need to apologize. The ones who should apologize are the guys who can't point out a mistake without being condescending. But that's how it goes on the internet.

For what it's worth, I'd agree that it's underpowered. But it's just hard to balance this weapon without making certain Clan mechs too powerful. One of the bad things about the hardpoint system is that you constantly need to worry about the select few mechs that have a high number of hardpoints. It's kind of hard to balance a weapon when some mechs can equip 8 of that weapon, while others can only equip 2.

For now, perhaps the solution is to give some better ballistic quirks to the underpowered Clan mechs that can't boat ballistic weapons? Preferably something more than a UAC jam quirk for the Mist Lynx.


this is one of those situations where negative quirks are actually useful. pgi is loathe to use them. its understandable, players see red and they whine and cry about it. but this is how you keep a weapon powerfull in small numbers. knock the jam time down to 2 seconds, and then give the dire, gyr a +1.5s jam time negaquirk on its uac2s, and 5s. this is better than keeping a whole damn weapons system in the gutter because of one or two op builds.

conditional quirking is also a thing that can be done. you can have this quirk on the condition that you limit it to x amount of weapons. or even have it on a scaler, quirk is inversely proportional to the number of hardpoints used for that diminishing returns flavor.

Edited by LordNothing, 21 March 2017 - 07:32 AM.


#27 Deathlike

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Posted 21 March 2017 - 08:06 AM

View PostLordNothing, on 21 March 2017 - 07:27 AM, said:


conditional quirking is also a thing that can be done. you can have this quirk on the condition that you limit it to x amount of weapons. or even have it on a scaler, quirk is inversely proportional to the number of hardpoints used for that diminishing returns flavor.


That would require too much work (well, for PGI that is). It won't happen.

#28 El Bandito

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Posted 21 March 2017 - 08:06 AM

View PostDrSaphron, on 21 March 2017 - 01:58 AM, said:

For the guys running 6 UAC2s on their Night Gyrs, just remember, that is 5 less tons of ammo to work with and the shot grouping is spread across the mech. In my opinion 5 UAC2s and 4 ERSmall lasers is the magic loadout, certainly enough to cut most mechs in half and, if you get the UAC rythm down, give any assault a legitimate reason to stop and backup on a charge!


Both setups are good in their own way. I had success with both.

#29 LordNothing

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Posted 21 March 2017 - 08:12 AM

View PostDeathlike, on 21 March 2017 - 08:06 AM, said:


That would require too much work (well, for PGI that is). It won't happen.


its sad that this is the go to answer. its even more sad in that its also true.

#30 Dimento Graven

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Posted 21 March 2017 - 08:24 AM

View PostKalimaster, on 20 March 2017 - 08:20 AM, said:

Okay, the Clan Ultra AC 2 is about to get nerfed some more, removing the critical damage it can do. It has a good chance that it's going to jam. Now if you do the math on this little item, you will see that it is completely underpowered for what it is, and that is in how much damage it could do when compared to a normal AC 2. Reason. An AC 2 has 75 shots with each shot doing 2 damage per shot. The Clan Ultra AC 2 has 75 shots also, with each round doing 1 point of damage. That means overall, it does only half damage. They need to increase the amount of ammo the thing carries per ton to at least 120 rounds, if not 150 per ton to make things fair.
Except when you run into a damned NGR loaded up with a bunch of the dang things, machine gunning an endless stream of explosion flashing, cockpit rattling, armor chewing annoyance at you.

Then, then those damn things are WAY OP...

#31 Quicksilver Aberration

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Posted 21 March 2017 - 10:33 AM

View PostKhobai, on 20 March 2017 - 05:01 PM, said:

no the issue with the UAC2 is because it jams so often it does less dps than an AC2.

You're basing this on outdated data, they fixed this issue when they messed with jam times across all UACs.

Edited by Quicksilver Kalasa, 21 March 2017 - 10:34 AM.


#32 Khobai

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Posted 21 March 2017 - 11:54 AM

Quote

You're basing this on outdated data, they fixed this issue when they messed with jam times across all UACs.


even if thats true, the fact the UAC/2 generates substantially more heat than the AC/2 still makes the AC/2 better

#33 Deathlike

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Posted 21 March 2017 - 12:06 PM

View PostKhobai, on 21 March 2017 - 11:54 AM, said:


even if thats true, the fact the UAC/2 generates substantially more heat than the AC/2 still makes the AC/2 better


wat?

AC2s are still not a thing.

CUAC2s were kind of a thing, and yet, still not.

Methinks you are talking in the words of our balance overlord.

#34 LordNothing

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Posted 21 March 2017 - 12:12 PM

i still prefer cac2s when taking less than 3 (unless quirks, eg adder).

#35 Quicksilver Aberration

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Posted 21 March 2017 - 12:17 PM

View PostKhobai, on 21 March 2017 - 11:54 AM, said:

even if thats true, the fact the UAC/2 generates substantially more heat than the AC/2 still makes the AC/2 better

Depends, in the case of the HBK-IIC where you are poking and minimizing your exposure, the cUAC2s make more sense because of the burst damage. I haven't tested the Whale with 8 CUAC2s vs 8 cAC2s, but in that case I think the cAC2s may be the better option.

Edited by Quicksilver Kalasa, 21 March 2017 - 12:17 PM.






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