Ed Steele, on 16 August 2017 - 05:33 PM, said:
The IS UAC/10 would be used for mid_range suppression fire / dps and it's larger size would make it best suited for Mechs that are not able to fit multiple smaller RACs or UACs. I do not have time to provide builds, what you put on the rest of the Mech is up to you.
Okay, I can work with that. Suppression implies you are remaining exposed to punish; if you are entering cover, you are no longer suppressing; you are instead suppressed. If you are not remaining exposed to punish targets, then you are poking, not suppressing. The qualities you need to perform suppression are:
- High DPS
- Highly Sustainable DPS
- Reliable DPS
- Follow through (ability to respond to changes)
So what makes you think the UAC/10 is ideal for this, especially just one? Consider the CN9-D, the gimpiest of the entire chassis. Keep in mind, the CN9-D has -20% ballistic cool-down and +10% missile velocity quirks that are factored in:
Here's a CN9-D build with a UAC/10:
Alpha: 20+10
Max DPS: 7.16 + 4.8 (Time to Overheat of 0:50 without double taps)
Max Sustained DPS: 4.32 (doesn't change due to quirks)
Here's a CN9-D build with UAC/2:
Alpha: 14+4
Max DPS: 9.03 + 6.62 (Time to Overheat of 0:28 without double taps)
Max Sustained DPS: 5.14
Here's a CN9-D build with MRM40:
Alpha: 50
Max DPS: 11.66 (Time to Overheat of 0:20)
Max Sustained DPS: 5.36
You can throw on XL if you want, it just improves the output across the board.
The numbers make the UAC/10 look mediocre on sustain once heat-capped, but it takes so long to heat cap that you can fire at full DPS for longer. So that's nice. The alpha isn't too shabby, either, if you double tap. However, there's a catch for both DPS and alpha: the weapon jams. Not only does it jam, it has one of the higher jam chances and longer jam durations. As soon as it jams, or if you only fire it on standard mode, it becomes dreadful for suppression. The UAC/2 version, on the other hand, has
even higher sustained DPS than the UAC/10 build just by keeping the triggers depressed and ignoring the ERMedLas, and it takes forever to overheat doing that, giving you margin to boost it intermittently. Fired full tilt, it's got better DPS than the entire deck, and when it jams it does so only briefly. And it has the best range, which means it can still operate from further away. And then there's the MRMs, which have more stringent range requirements but can strip armor very quickly despite the spread and, ignoring the ERML, does 7.35 DPS for over a minute and a half, giving the best output once heat-soaked.
So, objectively, if I'm going to go for suppression, I'm shooting myself in the foot taking the UAC/10. The damage is too unreliable. And we are still forgetting the ERLL, which is better at suppression than all of the above and both the CN9-AL and DRG-1C can do it just fine.
If, however, we want to poke? Then you can make a stronger case for the UAC/10 because you just return to cover when you jam. But then the MRM build is absolutely better, too, because we are putting even less emphasis on sustain and more on total damage. And even then, the geo and hardpoints on the CN9 make it mediocre for poke, so brawl is where that chassis truly shines...and there the AC/20, SRM, and SN-PPC rule the roost. Even on other 'Mechs, if you are going to poke it's better to take a Gauss or standard 10 and lasers than to rely on the double-tap.
This is what it means to min-max. If we're min-maxing for roles, the isUAC/10 doesn't have any place it fits while the cUAC/10 does, and that's why there is consternation over its current stats. It just doesn't fit anywhere.
With regard to boating isUAC/10:
We are not concerned with being able to boat them; the reason boating two comes up is because IS Assaults have a steep firepower deficit to overcome in the alpha department that alternatives cannot overcome and that the UAC/10 offers a solution to. But you
need two to do it. A pair of UAC/10 with six ERML might be somewhat comparable (read: equal-but-different) to the 72-80 alpha Madcat Mk. IIs running around by double tapping out 70, but because it runs so hot it just can't hold a candle; it doesn't have the heatsinks and it can't even lean on its ballistics during cool-down to dissipate the heat. And it's slower, and shorter-ranged, and jams frequently.
Essentially, taking UAC/10 on anything always leaves you undergunned for heat reasons or for raw damage output reasons, even on hardpoint-strapped 'Mechs. The only things that really work with UAC/10 are...more UAC/10.
And as a closing thought, I don't understand the resistance to buffing it since there is little risk of the isUAC/10 ever doing the same things as the Clan one for weight and slot reasons alone. The 'Mech construction rules prevent it from ever happening because fitment is the entire name of the game, here.
Edited by Yeonne Greene, 16 August 2017 - 07:56 PM.