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Is Uac20


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#1 Gwaihir The Windlord

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Posted 02 July 2017 - 11:15 AM

I have read down a few pages and have not seen a post on the IS UAC20 so please don't be that punk that says"it is over here god stay in my thread i am more important than you". With that said the IS UAC20 is 30m short, it reads as 270m or 9 hexes but, in table top it is 300m or 10 hexes.

#2 LordNothing

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Posted 02 July 2017 - 11:24 AM

well the only thing wrong with that was the ammo glitch. now that its working as intended, i like it.

#3 J0anna

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Posted 02 July 2017 - 11:44 AM

It's actually very good, fires 3 shots (one less than clans), range is 270/540, bullet speed is same as clan version, 10 slots and 15 tons, ammo is 21 bullets (so 7 shots per ton, just like clans). At this point most IS fans are screaming, "it's worse than the clan version in every way except # of bullets", except for one very important difference - no ghost heat. That's right, a double tap is very easy, King Crabs with 2xUAC20's were able to double tap without ghost heat....like I said it's very good.

#4 Antares102

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Posted 02 July 2017 - 11:58 AM

View PostJ0anna, on 02 July 2017 - 11:44 AM, said:

... except for one very important difference - no ghost heat. That's right, a double tap is very easy, King Crabs with 2xUAC20's were able to double tap without ghost heat....like I said it's very good.

It also only has 15% jam chance and 7.5 sec jam time compared to clan version with 17% jam chance and 8 sec jam time. The 0.5 sec is not a big deal but the 2% is.

Edited by Antares102, 02 July 2017 - 11:58 AM.


#5 kapusta11

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Posted 02 July 2017 - 12:31 PM

Indeed, UAC10 also has shorter range, 450m instead of 540. So for one less bullet per burst, compared to clan UAC10, you pay with 3 more tons, 3 more crits and 90 less range. Nice.

Edited by kapusta11, 02 July 2017 - 12:32 PM.


#6 MadRover

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Posted 03 July 2017 - 03:43 PM

View PostAntares102, on 02 July 2017 - 11:58 AM, said:

It also only has 15% jam chance and 7.5 sec jam time compared to clan version with 17% jam chance and 8 sec jam time. The 0.5 sec is not a big deal but the 2% is.


Don't forget the lack of ghost heat. I see no reason to not use them unlike the Clan which I can see a very good reason to not use them. The lack of ghost heat is bringing out the red alert to me.

#7 Wonderdog

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Posted 03 July 2017 - 05:03 PM

A single UAC20 on an appropriate medium mech is ace. Running one on a blackjack works great.

#8 HGAK47

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Posted 03 July 2017 - 08:14 PM

I have been enjoying using it on my Yen Lo the couple of times I have tried. However I really cant decide if I can live with the jamming. The extra potential DPS from double shots is amazing but being dead in the water with a jam on a mech that has most its damage in that one weapon.... humm.

At least this gives choices. I very much hope that the pathetic UAC jam chance % skill does get turned into a reduced UAC jam time skill node with some tweaks. That would be so much better.

Oh as for the ghost heat issue when running two, ive not tested that yet but I would be surprised if that doesnt get changed. Dont assume it will stay that way it could well be unintentional.

Edited by HGAK47, 03 July 2017 - 08:16 PM.


#9 Khobai

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Posted 03 July 2017 - 08:28 PM

its okay on mechs with ballistic quirks

its not that good without quirks

still better than the CUAC20 though...

#10 MadRover

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Posted 03 July 2017 - 09:00 PM

View PostHGAK47, on 03 July 2017 - 08:14 PM, said:

I have been enjoying using it on my Yen Lo the couple of times I have tried. However I really cant decide if I can live with the jamming. The extra potential DPS from double shots is amazing but being dead in the water with a jam on a mech that has most its damage in that one weapon.... humm.

At least this gives choices. I very much hope that the pathetic UAC jam chance % skill does get turned into a reduced UAC jam time skill node with some tweaks. That would be so much better.

Oh as for the ghost heat issue when running two, ive not tested that yet but I would be surprised if that doesnt get changed. Dont assume it will stay that way it could well be unintentional.


it looks to be unintentional. pretty sure someone messed up on putting the numbers in if theyre supposed to act similar to cUACs. right now it looks like were going to get the IS version of the Kodiak 3 except worse as it stands.

#11 Dee Eight

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Posted 03 July 2017 - 09:18 PM

The thing is... the UAC, AC and LBX series are the one area where PGI ignored the lore for ranges on the IS side, by making up most all the optimal range value #s from their usual dartboard of destiny nonsense. UAC's are supposed to all shoot further than regular AC's. The regular AC/5 is supposed to be the same as a PPC, 540 meters, not the 620 nonsense this game has. UAC/5s are correct at 600 meters, But UAC/2s are supposed to be 750, UAC/10s at 540 and UAC/20s at 300 meters. Likewise LB-2s are correct now at 810, but LB-5s are supposed to be 630 (same as clan and instead we got this 700 meter crap).

#12 Cy Mitchell

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Posted 03 July 2017 - 09:26 PM

View PostKhobai, on 03 July 2017 - 08:28 PM, said:

its okay on mechs with ballistic quirks

its not that good without quirks

still better than the CUAC20 though...


Fortunately, just about every IS Mech that has a ballistic hard point has some combination of ballistic cooldown, ballistic range or ballistic velocity. 7 of them also have UAC jam chance reduction. The UACs will be very good unless, or until, the quirks are reduced.

#13 L1f3H4ck

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Posted 03 July 2017 - 10:32 PM

No no, UAC20 is fine as is, don't even bring it up. Move along, nothing broken to see here!

#14 justcallme A S H

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Posted 03 July 2017 - 10:49 PM

View PostDee Eight, on 03 July 2017 - 09:18 PM, said:

The thing is... the UAC, AC and LBX series are the one area where PGI ignored the lore for ranges on the IS side, by making up most all the optimal range value #s from their usual dartboard of destiny nonsense. UAC's are supposed to all shoot further than regular AC's. The regular AC/5 is supposed to be the same as a PPC, 540 meters, not the 620 nonsense this game has. UAC/5s are correct at 600 meters, But UAC/2s are supposed to be 750, UAC/10s at 540 and UAC/20s at 300 meters. Likewise LB-2s are correct now at 810, but LB-5s are supposed to be 630 (same as clan and instead we got this 700 meter crap).


Tabletop values cannot be hard adopted for a Videogame FPS.

Simple as that.

#15 LordNothing

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Posted 03 July 2017 - 10:57 PM

View PostRampage, on 03 July 2017 - 09:26 PM, said:


Fortunately, just about every IS Mech that has a ballistic hard point has some combination of ballistic cooldown, ballistic range or ballistic velocity. 7 of them also have UAC jam chance reduction. The UACs will be very good unless, or until, the quirks are reduced.


they need to get rid of those massive jam chance quirks and make the skill tree nodes less useless.

#16 Doctor Dinosaur

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Posted 03 July 2017 - 11:43 PM

Now with new engines and weapons we can expect to get rid of a LOT of quirks on IS side.

#17 Y E O N N E

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Posted 04 July 2017 - 12:05 AM

View Postjustcallme A S H, on 03 July 2017 - 10:49 PM, said:


Tabletop values cannot be hard adopted for a Videogame FPS.

Simple as that.


Well, he is right, at least in one direction. Instead of making the bad weapons good, PGI decided to make the less bad weapons even more bad.

If you make the UAC/10 share all of the same negative characteristics of the AC/10, I'm not going to take the AC/10 because there's no incentive to give up that double-tap. I mean, duh. Not even PPFLD can save the AC/10.

The same goes for pretty much all of the ACs except the 20.

#18 DeeHawk

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Posted 04 July 2017 - 12:19 AM

View PostDoctor Dinosaur, on 03 July 2017 - 11:43 PM, said:

Now with new engines and weapons we can expect to get rid of a LOT of quirks on IS side.

Hahaha

You must be new here...

#19 kapusta11

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Posted 04 July 2017 - 12:21 AM

View PostDeeHawk, on 04 July 2017 - 12:19 AM, said:

Hahaha

You must be new here...


Why? I expect quirks to be removed too. Maulers and Warhammers will be the first in line.

#20 DeeHawk

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Posted 04 July 2017 - 12:36 AM

View Postkapusta11, on 04 July 2017 - 12:21 AM, said:


Why? I expect quirks to be removed too. Maulers and Warhammers will be the first in line.

And how often do PGI deliver to your logical expectations?
Off course they will alter the quirks, but it will more probable than not, be nothing like you imagine Posted Image
Remember the evolution of the game doesn't stop after Civil War, and there is more plans for the game.

For the record I was making a joke, because he said A LOT OF QUIRKS.

Edited by DeeHawk, 04 July 2017 - 12:36 AM.






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