

Is Uac20 Too Little Ammo
Started by fat4eyes, Jun 28 2017 06:39 PM
13 replies to this topic
#1
Posted 28 June 2017 - 06:39 PM
Only 7 shots per ton when the cannon fires 3 shots per burst. Need to multiply ammo per ton by bullets per burst to bring it in line with the AC20.
#2
Posted 28 June 2017 - 06:41 PM
Yes this is the same for IS-UAC10s
Currently UAC10 Fire in 2Round Burst(needs 40Ammo PerTon(20x2)
Currently UAC20 Fire in 3Round Burst(needs 21Ammo PerTon(7x3)
Currently UAC10 Fire in 2Round Burst(needs 40Ammo PerTon(20x2)
Currently UAC20 Fire in 3Round Burst(needs 21Ammo PerTon(7x3)
#3
Posted 28 June 2017 - 06:44 PM
i noticed the 20 never jammed when i used it. it was running rather mean and i was out of ammo before i knew it dispite running 5 tons of ammo. the 10 was a little bit hot.
#4
Posted 28 June 2017 - 07:29 PM
The per ammo should be for a burst (3 shots) not for individual shots in the burst.
1 Ac 20 click is using 3 or 4 ammo.
I have 4.5 tons of ammo and ran out after 10 click.
PGI need to fix this as it has to be a bug
1 Ac 20 click is using 3 or 4 ammo.
I have 4.5 tons of ammo and ran out after 10 click.
PGI need to fix this as it has to be a bug
#5
Posted 28 June 2017 - 10:24 PM
I don't think this is intentional, the +ammo skill gives +1 volley per skill lvl per tonne, just like the regular AC/20. It really should not be expending almost a full tonne of base ammo in one double-tap
#6
Posted 28 June 2017 - 11:03 PM
I think they had single slug UAC/10s and 20s on their in house test, and forgot to fix the ammo when they realized that that would be nuts.
#7
Posted 28 June 2017 - 11:08 PM
it needs to be a single slug just not to be a terribly inferior Clan version (who barely even use it already)
#8
Posted 29 June 2017 - 12:15 AM
I agree with the current setup of all new uac weapons but the ammo for them is ridiculous i have alleviated it with the fact that the ammo skills are good for them but im running 12 tones of ammo on a king crab and that would never last on a 12 v 12 in this state we need proper ammo quantity's.
#9
Posted 29 June 2017 - 12:35 AM
Mike Barnes, on 28 June 2017 - 11:03 PM, said:
I think they had single slug UAC/10s and 20s on their in house test, and forgot to fix the ammo when they realized that that would be nuts.
Ya I noticed that too. I don't know why they are identical to the clan UAC/10 and 20. I'm with you on this one single slug for this weapon system would give IS mechs more pinpoint damage just like the PPCs do. This would solve ammo problem.
#10
Posted 29 June 2017 - 12:40 AM
Agreed. This must be a mistake.
#11
Posted 29 June 2017 - 02:07 AM
Yep mistake. Just commenting to bring this to top. 
Ammo for single shot, but uses burst

Ammo for single shot, but uses burst
#12
Posted 29 June 2017 - 02:09 AM
I agree, burst fire uAC ought to have ammo calculated similarly to their Clan counterparts. I'd say not identically, because IS bursts are smaller.
#13
Posted 29 June 2017 - 02:41 AM
DrVoodooAUS, on 28 June 2017 - 07:29 PM, said:
The per ammo should be for a burst (3 shots) not for individual shots in the burst.
1 Ac 20 click is using 3 or 4 ammo.
I have 4.5 tons of ammo and ran out after 10 click.
PGI need to fix this as it has to be a bug
1 Ac 20 click is using 3 or 4 ammo.
I have 4.5 tons of ammo and ran out after 10 click.
PGI need to fix this as it has to be a bug
its the way they are done on the clan side. doing the same thing in two different ways is counter intuitive.
#14
Posted 29 June 2017 - 03:03 AM
I'm pretty sure this is juast a mistake and will be fix soon, otherwise the weapon is unplayable because you need 10-12 tons of ammo just for a single IS UAC20, and that makes no sense, the UAC10 is not so bad, 4 tons per, but still much more than the Clan needs.
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