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The Great Lie : Uac Vs Ac (Don't Use Uac, Ever)


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#21 Trissila

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Posted 18 November 2017 - 08:56 AM

View PostKhobai, on 18 November 2017 - 05:01 AM, said:


Poking is what standard autocannons should be for

DPSing while facetanking is what UACs should be for

different purposes ensures both have a use in the game


Well it's like this, it's just the other way around. Sustained DPS is what ACs are for, while poke-burst is what UACs are for.

I would never take a 'mech with just UACs. Too unreliable, too RNG on the jams, and the sustain if you choose to just hold rather than double-tap is too hot for what it is as your only method of attack.

But take, say, a MAD-IIC-A with 2xcERPPC and 2xcUAC/10? That's where they shine. They provide twice as much burst as AC/10s for your peekaboo alpha with the PPCs, and after that if you decide you want to sustain (and can't fire the PPCs again due to the heat spike), you can just hold the ACs and get pretty good follow-up damage. Since you're not just boating ACs with no extra heat sinks, you've got the heat management to deal with that.

#22 Daggett

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Posted 18 November 2017 - 09:52 AM

View PostThe Lighthouse, on 18 November 2017 - 08:09 AM, said:

Actually it is biased against normal ACs for two critical reasons.

1) Firing mech was stationary, thus it can dissipate heat faster than when it moves. How many time do you see an competent player standing still unless during early game?

2) No change of mech customization for both UAC and AC, which means when mech was equipped with ACs, it was heavily under-tonned. Again how many times do you see mechs that are under-tonned in higher tier games?

Of course, the second argument only works when we do not talk about weapons in vacuum.

And not sure cooldown favors AC more than UAC, since BOTH AC and UAC does get cooldown reduction, just not jam duration reduction. But in the end cooldown quirks makes both weapons fire faster regardless.

1) Since this applies to both weapons and movement heat is quite low it should not make that much of a difference given the conditions of the test. The overall test setup (fighting multiple targets without pause) influences the result much more than this parameter. Heat is no big deal if you play along the strenghts of the UACs (which your scenario ignores).

As a side-note: In a real fight you often have to move between firing phases which allow to cool down and unjam the UACs. This effect is much more valuable than the tiny reduction of heat-dissipation hurts while moving. Those firing-interruptions are not reflected in your test scenario as well which also favors the cooler and non-jamming weapon.

2) I think what you try to say is simply that IS-UACs need more tonnage and slots.

True, it may be that the UAC does not need the extra weight and slot requirements and that the additional heat is sufficient to balance them. But they can still be worth their weight in heavier mechs who can more easily afford a few extra tons and slots.
High tonnage requirements do not kill a weapon, it only shifts their usefulness to heavier mechs.

Regarding the cooldown: You forget that jammed weapons don't profit from cooldown reduction because they simply can't fire. Regular ACs can trigger the cooldown reduction much more often, especially in longer engagements where jams happen more often.

View PostThe Lighthouse, on 18 November 2017 - 08:43 AM, said:

For sustained fire and/or brawling purpose, UAC is just terrible deal folks.

If you would have made this statement right at the start of your OP, we probably would not have this discussion. You are right, UACs are worse then regular ACs in sustained fire and/or brawling. You did not even had to test this, it's obvious just by looking at the heat-numbers.

The mistake you did was to extrapolate this onto every other situation and playstyle the UACs could be used. In the title you wrote "Don't use UAC, ever" and in the conclusion you suggested to "not even bother about ANY of UACs".

But your test has not proven this claim. You only tested the sustained brawling capabilities, that's not enough to condemn the weapon class entirely. And it does not help to leave out the UAC10 and UAC20 which enforce much different playstyles as the AC2.

View PostThe Lighthouse, on 18 November 2017 - 08:43 AM, said:

We 'feel' UAC seems stronger weapons due to double-tap nature (ooo MOAR bullets! So more damage?) and myth of burst damage stuffs... but in reality UAC just works so poorly that is actually inferior to ACs for almost all aspects.

They why don't you test those other aspects? Posted Image

Start with this typical situation you see all day long: An enemy assault pokes for only a few seconds and then get's back into cover. Which weapon punishes this harder, ACs or UACs?

And which of the two weapons will kill a light or medium daring to stand still for only a mere second? What about a fast mech zipping in front of you? Will an AC20 shot be enough to kill it's leg before he's in cover again, or does it need double the damage?

Edited by Daggett, 18 November 2017 - 10:05 AM.


#23 MischiefSC

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Posted 18 November 2017 - 10:16 AM

View PostDaggett, on 18 November 2017 - 09:52 AM, said:

1) Since this applies to both weapons and movement heat is quite low it should not make that much of a difference given the conditions of the test. The overall test setup (fighting multiple targets without pause) influences the result much more than this parameter. Heat is no big deal if you play along the strenghts of the UACs (which your scenario ignores).

As a side-note: In a real fight you often have to move between firing phases which allow to cool down and unjam the UACs. This effect is much more valuable than the tiny reduction of heat-dissipation hurts while moving. Those firing-interruptions are not reflected in your test scenario as well which also favors the cooler and non-jamming weapon.

2) I think what you try to say is simply that IS-UACs need more tonnage and slots.

True, it may be that the UAC does not need the extra weight and slot requirements and that the additional heat is sufficient to balance them. But they can still be worth their weight in heavier mechs who can more easily afford a few extra tons and slots.
High tonnage requirements do not kill a weapon, it only shifts their usefulness to heavier mechs.

Regarding the cooldown: You forget that jammed weapons don't profit from cooldown reduction because they simply can't fire. Regular ACs can trigger the cooldown reduction much more often, especially in longer engagements where jams happen more often.


If you would have made this statement right at the start of your OP, we probably would not have this discussion. You are right, UACs are worse then regular ACs in sustained fire and/or brawling. You did not even had to test this, it's obvious just by looking at the heat-numbers.

The mistake you did was to extrapolate this onto every other situation and playstyle the UACs could be used. In the title you wrote "Don't use UAC, ever" and in the conclusion you suggested to "not even bother about ANY of UACs".

But your test has not proven this claim. You only tested the sustained brawling capabilities, that's not enough to condemn the weapon class entirely. And it does not help to leave out the UAC10 and UAC20 which enforce much different playstyles as the AC2.


They why don't you test those other aspects? Posted Image

Start with this typical situation you see all day long: An enemy assault pokes for only a few seconds and then get's back into cover. Which weapon punishes this harder, ACs or UACs?

And which of the two weapons will kill a light or medium daring to stand still for only a mere second? What about a fast mech zipping in front of you? Will an AC20 shot be enough to kill it's leg before he's in cover again, or does it need double the damage?


On average the A.C. is still better - because about 1 time in 3 it jams on the first shot, maybe the second. So sometimes yes, sometimes no. The AC. always works when you need it.

In the context of a whole match though what happens is that the UAC jams when you need it and lacks the sustained fire when you're making or receiving a push. The reduction on jam time is also next to worthless by comparison.

Take a regular A.C.. shoot/twist/shoot with 5s, 10s and 20s. Firehose of hate with AC2s. You'll do more useful damage over the course of the match. Nothing as satisfying as coming face to face with UACs in a A.C. build and burning his CT out while he's jammed most his guns.

#24 Daggett

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Posted 18 November 2017 - 10:35 AM

I'm not here to defend the UACs, they may be crap indeed. I only said that the OP's test scenario does not prove this claim and that it's not possible to judge a weapon class that easily. Posted Image


Personally i too dislike their RNG nature and don't use them often, but i've also seen this guns wreck stuff if they don't jam. Basically you are investing a ton, a slot and some heat for a chance to have great moments.

Edited by Daggett, 18 November 2017 - 10:43 AM.


#25 MischiefSC

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Posted 18 November 2017 - 11:02 AM

View PostDaggett, on 18 November 2017 - 10:35 AM, said:

I'm not here to defend the UACs, they may be crap indeed. I only said that the OP's test scenario does not prove this claim and that it's not possible to judge a weapon class that easily. Posted Image


Personally i too dislike their RNG nature and don't use them often, but i've also seen this guns wreck stuff if they don't jam. Basically you are investing a ton, a slot and some heat for a chance to have great moments.


No, it's a good question. I used to run UACs on everything - I felt the burst damage was worth it. However when I tested it both in 10 sets of 5 seconds and in 20 sets of trial runs on 8 mechs I was surprised to find both UACs and RACs were *worse* than regular ballistics. Jamming means you get 0 damage in short windows and while DPS catches up to jams in sustained DPS on paper the higher heat wipes that advantage.

Contrary to popular wisdom you're better off using single UACs with other weapons. So, say, a UAC20 and SRMs on a Roughneck or a single UAC10 and mixed large/medium lasers. This gives you firepower to cover the jams and the single ballistic is cool, even with doubletaps, making it viable for the sustained work without being a heat issue.

Edited by MischiefSC, 18 November 2017 - 11:03 AM.


#26 Felbombling

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Posted 18 November 2017 - 11:11 AM

The biggest problem with Ultra ACs is the chance to jam on first shot. That is a massive hindrance that PGI should get out of the game. They are situational, though. It comes down to playstyle and preferences, as others have noted.

#27 lazorbeamz

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Posted 18 November 2017 - 11:54 AM

I just want to make sure everyone understands it clearly. You simply dont complain about uac jams. UAC are lucky a lot more often and a lot more substantially then they are unlucky. But the only real thing you pay is increased heat and weight/slots in case of IS UAC. You pay to get double alpha and 20-40% more dps.

#28 FupDup

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Posted 18 November 2017 - 11:59 AM

My anecdotes:

I took Mischief's advice on the AC/2 Dragon, swapping my UAC/2's for AC/2's and noticed overall better heat efficiency, damage, and even kills. I was even able to use the spare tonnage (and critslots) to make upgrades like LFF --> FF, XL --> LFE (300 to 295), and no longer needing to get magazine capacity in the skill tree.

On the other hand, I've been using a 3 ERML + UAC/2 Urbie lately and it feels pretty good most of the time.

Maybe UACs are better in small quantities while the consistency and reliability of regular ACs starts to take over in higher quantities? I dunno.

Something else to consider though is the Clan side of things where their ACs have the same tonange as UACs and more critical slot bulk. That probably changes the dynamic...

Edited by FupDup, 18 November 2017 - 12:38 PM.


#29 Tiewolf

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Posted 18 November 2017 - 12:51 PM

Nice that you tested it! I like that!

But I think it is very difficult to generalize your findings in this experimental setup to the actual gameplay because the exposure time of enemy mechs are short. Heat is an issue with UACs but you can cool down or wait to unjam in cover while looking for your next opportunity. In my experience ,given the on average short timeframe you have to hit a target, the burst dps of UACs are much better then the ACs dps. If you rate damage to heat and calculate the time you can't shot a target to the dps I guess UACs are not that bad as it looks with your test setup.

So the answer to the question if AC or UACs are better everything comes down to the estimated exposure time of the targets. In game this is map and tier dependent but I wonder if anybody of the spreadsheet warriors have already determine the cutoff point at what exposure time of the enemy ACs are better?

#30 Khobai

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Posted 18 November 2017 - 12:53 PM

Quote

Well it's like this, it's just the other way around. Sustained DPS is what ACs are for, while poke-burst is what UACs are for.


but UACs can also single fire

UACs are pretty much always better than ACs

ACs definitely need a buff

#31 MischiefSC

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Posted 18 November 2017 - 01:01 PM

View Postlazorbeamz, on 18 November 2017 - 11:54 AM, said:

I just want to make sure everyone understands it clearly. You simply dont complain about uac jams. UAC are lucky a lot more often and a lot more substantially then they are unlucky. But the only real thing you pay is increased heat and weight/slots in case of IS UAC. You pay to get double alpha and 20-40% more dps.


Except due to heat the DPS isn't useful as you'll heatcap faster than the DPS overcomes jam downtime.

You absolutely do NOT get 20-40% more DPS and both in burst and sustained DPS in use on a mech with multiple UACs all the tests run by me and several others confirms that UACs are inferior.

It was a real shock to me - I used to run UACs on everything. Now it's only solo.

#32 MischiefSC

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Posted 18 November 2017 - 01:14 PM

View PostKhobai, on 18 November 2017 - 12:53 PM, said:


but UACs can also single fire

UACs are pretty much always better than ACs

ACs definitely need a buff


UACs can jam on first shot and weigh more and take more slots for a dubious, at best, advantage. Theyre also hotter either way. All the tests people have done have confirmed that currently you're better both for burst and sustained DPS using ACs vs UACs.

#33 lazorbeamz

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Posted 18 November 2017 - 04:23 PM

View PostKhobai, on 18 November 2017 - 12:53 PM, said:


but UACs can also single fire

UACs are pretty much always better than ACs

ACs definitely need a buff

AC win in LONG brawls. They are heat efficient. Especially look at that C-UAC10. There s nothing wrong with ac vs uac balance but people prefer UAC because we live in alpha strike meta particularly laser vomit. You dont brawl, everyone is on their own peeking. You want that damage and now :D

Edited by lazorbeamz, 18 November 2017 - 04:25 PM.


#34 Tarogato

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Posted 18 November 2017 - 06:57 PM

Here's some actual numbers I got from taking the mathematical approach. Always assuming 10 DHS.


Skill trees I used for reference:
AC tree: https://tarogato-mwo...79-c77064078119
UAC tree: https://tarogato-mwo...79-270b669b101a
- difference is the UAC gets 15% jam time, and the AC gets extra 0.75% cooldown and 1.5% heat.





Skill tree vs none (no quirks)

Skill tree (dark) vs no skills (light/faded)

Posted Image






Quirks vs none (with skill trees)

Quirks (dark) vs no quirks (light/faded)
The quirks are 20% jam chance and 10% cooldown

Posted Image





Sorry if the axes are inconsistent. I didn't think to set them up ahead of time, and a couple of the lines end early.

#35 The Lighthouse

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Posted 18 November 2017 - 07:05 PM

View PostTarogato, on 18 November 2017 - 06:57 PM, said:

Here's some actual numbers I got from taking the mathematical approach. Always assuming 10 DHS.


Skill trees I used for reference:
AC tree: https://tarogato-mwo...79-c77064078119
UAC tree: https://tarogato-mwo...79-270b669b101a
- difference is the UAC gets 15% jam time, and the AC gets extra 0.75% cooldown and 1.5% heat.


Sorry if the axes are inconsistent. I didn't think to set them up ahead of time, and a couple of the lines end early.


This is very good, and also this confirms a lot of things.

Basically, UAC is theoretically good when used as a single, and/or until the mech goes overheat, as we discussed earlier.

Too bad you actually do not want to use a single heavy UAC because of jamming, and requires additional weapons to compensate in case of UAC jam.

Once again, is this 'advantage' worth to have by sacrificing extra tonnage and critical slot space?

Remind all of folks seeing the graph that just like my test, Tarogato's graph does not compensate the fact that mechs with normal AC5 can have more heatsink and/or bigger engine. It's all based on number of heatsinks is always 10.

By the way is mech movement heat generation part of the calculation?

Edited by The Lighthouse, 18 November 2017 - 07:08 PM.


#36 Khobai

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Posted 18 November 2017 - 07:44 PM

Quote

AC win in LONG brawls.


yeah but conversely UACs win in SHORT brawls (if they dont jam)

ultimately what makes UACs a stupid weapon is that their usefulness is entirely dependent on RNG and whether they jam or not

which is why jamming should just be removed from the game completely. Because the risk of jamming is simply not worth the potential reward of not jamming.

remove double tapping. remove jamming. just make UACs work like standard ACs that do higher dps but have less damage per shot, less range, and less velocity. then both have a place in the game without the tyranny of RNG mechanics.

Edited by Khobai, 18 November 2017 - 07:47 PM.


#37 Champion of Khorne Lord of Blood

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Posted 18 November 2017 - 07:51 PM

ITT: man is completely oblivious to the concept of facetime and burst DPS.

#38 Tarogato

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Posted 18 November 2017 - 07:52 PM

Oop, almost forgot. Coolshots. I never run a hot UAC boat without double coolshot.




Coolshot vs none

Coolshot (dark) vs no coolshot (light/faded)

This is single coolshot +30% skill enhancement

Posted Image






View PostThe Lighthouse, on 18 November 2017 - 07:05 PM, said:

Tarogato's graph does not compensate the fact that mechs with normal AC5 can have more heatsink and/or bigger engine. It's all based on number of heatsinks is always 10.

Personally I'm pretty sure I never add heatsinks with the saved tonnage. I use it to raise the engine instead. But that's just me, I don't like slow mechs.

But also mind you, on these charts... the standard ACs (blue) are never overheating, so their lower heat and optional bonus heatsinks never come into play there. Most of the charts end where the standard AC would have overheated, and it's not like it going to eventually descend below the UAC damage overtime or anything.



For me I go for the UAC because that burst damage is higher, especially with the coolshot. This means you can kill an enemy faster, cutting out his damage output earlier before he has a chance to do more. Also, it means if you die from focus fire before going deep into heatcap, you will have put out more damage in that amount of time with UACs - you realised more of your potential. Of course, that's all true for competitive. But for solo and shenanigans, you aren't fighting the heat cap as often, though just having the double-taps and higher burst DPS still seems like a no-brainer to me. There's rarely the situation where I want the better sustained DPS in excess of 30 seconds at the expense of getting an extra ~50+ damage out in the first 30 seconds.

Also, just generally speaking, the double-taps are nice to get your damage concentrated at times when the enemy is twisting. When he faces you, you *can* get a double-tap all on the same hitbox, whereas the standard AC doesn't quite give you that flexibility.





Quote

By the way is mech movement heat generation part of the calculation?

I have no idea how that's calculated. But based on what I've seen so far, I'd hazard to guess it would have no appreciable effect. Same goes for the environment heat multipliers, I don't know what they are, off hand.

#39 FupDup

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Posted 18 November 2017 - 07:58 PM

View PostTarogato, on 18 November 2017 - 07:52 PM, said:

Personally I'm pretty sure I never add heatsinks with the saved tonnage. I use it to raise the engine instead. But that's just me, I don't like slow mechs.

But also mind you, on these charts... the standard ACs (blue) are never overheating, so their lower heat and optional bonus heatsinks never come into play there. Most of the charts end where the standard AC would have overheated, and it's not like it going to eventually descend below the UAC damage overtime or anything.

The bonus heatsinks are probably for your secondary weapons (like a brace of medium lasers), assuming you aren't a 100% pure [U]AC/5 boat.

How about a comparison for the Clan side of things? Their UACs have a higher jam rate, and their regular ACs don't have lower tonnage to compensate for lower burst damage (they're also bulkier instead of smaller, opposite of IS ACs).

Edited by FupDup, 18 November 2017 - 07:58 PM.


#40 Khobai

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Posted 18 November 2017 - 07:58 PM

Quote

ITT: man is completely oblivious to the concept of facetime and burst DPS.


theres nothing wrong with giving facetime and doing burst dps as long as youre killing enemies faster than they kill you

in brawling situations, ballistic assaults can crush pretty much any mech in the game 1v1 because their dps is higher than anything else

but in 1vMany situations theyre not very good because they cant outdps multiple mechs at the same time

when I play a ballistic assault I try to limit my exposure to one enemy mech at a time. barring the ability to do that I at least try to be in a situation where I can share armor with other friendly mechs so I can use my ballistics effectively. being in a situation where multiple enemies are focusing solely on you is pretty much instant death for an assault these days.

giving facetime is really only bad if youre taking more damage than youre doing. thats the situation you dont wanna be in.

Edited by Khobai, 18 November 2017 - 08:12 PM.






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