Clan Ballistics Change?
#1
Posted 07 June 2017 - 08:24 AM
#2
Posted 07 June 2017 - 08:28 AM
#3
Posted 07 June 2017 - 08:31 AM
Battlemaster56, on 07 June 2017 - 08:28 AM, said:
The jam chance on 10's and 20's is still stupidly high and crippling unless you're boating multiple. I don't think they're that under powered, but it is a big DPS cut for them.
#4
Posted 07 June 2017 - 08:33 AM
Battlemaster56, on 07 June 2017 - 08:28 AM, said:
This is true, but with the IS getting the remaining UACs and LBXs, as well as the two new MGs and the two RACs, there's likely going to be some sort of ballistic balance pass at some point, since Clan UACs and LBXs will now have something to be properly balanced against so as not to be OPAF anymore.
#5
Posted 07 June 2017 - 08:34 AM
#6
Posted 07 June 2017 - 08:45 AM
RustyBolts, on 07 June 2017 - 08:34 AM, said:
That's because Clan standard ACs aren't supposed to exist at all because in the lore all the Clans had were UACs and LBXs, and LBXs are supposed to be able to switch between canister shot and solid slugs.
But, because PGI is probably the most inept dev studio ever (worse even than the Bioware Montreal studio responsible for all the problems with Mass Effect Andromeda), for letting go of the guy that was responsible for writing the ammo switching code which is supposedly incomprehensible to anyone but that one guy, we're stuck with stand-in, rapid fire Clan ACs.
Yes the rapid fire Clan ACs are worse than the single shot IS ACs, but, they run cooler than Clan UACs and they don't jam at all, but, Clan UACs are still better than IS ACs because they're lighter and smaller.
#7
Posted 07 June 2017 - 09:31 AM
So will Sphere ACs, with their own Ultras (and UltraBads) incoming.
#8
Posted 07 June 2017 - 10:11 AM
RestosIII, on 07 June 2017 - 08:31 AM, said:
The jam chance on 10's and 20's is still stupidly high and crippling unless you're boating multiple. I don't think they're that under powered, but it is a big DPS cut for them.
Well since I use UAC10's I rarely noticed maybe I need to try a single UAC10 and 3UAC5's Dull Gyr or a build witha single UAC10. But for UAC20's they suck so hard I had to change my UAC20 and 7cspl Executioner build, to a full laser vomit.
#9
Posted 07 June 2017 - 10:50 AM
The UAC10's I have several Assault Mechs equipped with 2 UAC10's, with decent ammo load and it's a frustrating high jamming experience and responsible for several unnecessary deaths my mechs equipped with.
The UAC20's I have one mech equipped with 2XUAC20's and they jam less. I have learned to use them within their range limitations, but again, I feel the damage power is just not where it should be for this heavy weapon. I mean it took me 5 shots of both UAC20's to core an kill an Atlas facing me and was situated less than 100 yards from me. Really?
If PGI were to fix anything with the UAC's please fix the jam rate to 50% less than it is now and I'll be happy.
Now, the performance, or lack of the assaults is another story...
Edited by Christophe Ivanov, 07 June 2017 - 10:51 AM.
#10
Posted 07 June 2017 - 10:59 AM
Edited by process, 07 June 2017 - 10:59 AM.
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