Tarogato, on 09 June 2018 - 11:23 AM, said:
As Metachanic said on Reddit, the primary goal is to get each UAC20 to be a viable alternative to its respective LB20 or AC20. As of right now...
AC20 > UAC20
cLB20 > cUAC20
As mentioned in the doc, we believe the shellcount is a major factor as to why the cUAC20 is not used in particular, and the excessive JammedTime is contributes to why both weapons are eschewed in favour of alternatives in their respective techbases. The changes we put forward seek to remedy those two problems foremost. If successful, then the next step after would be look at the UAC20 vs. cUAC20 and make whatever tweaks necessary.
If you wished to see this incorporated now all at the same time, what would you prefer? A less aggressive improvement to cUAC20 JammedTime? I certainly wouldn't buff the (IS) UAC20 because it needs to not be flat-out superior to the AC20. Alternatively, we could leave the cUAC20 shellcount at 4. I feel that's just too much, but I could convinced that the JammedTime buff takes precedence over the shellcount buff.
Every other IS weapon has a differentiating flavor that makes it worth considering on its own merits versus the reduced resources, longer range, and/or higher damage of Clan weapons: lasers are faster and colder, ballistics are more front-loaded (and Ultras specifically have a little more jam DPS), Gauss are less explosive (and there are more options), SRMs are more precise and harder-hitting. You violate this principle with your Ultra 20 changes. By reducing shell count to match the IS, you take away the one reason to choose an IS 'Mech with a UAC/20, giving the Clan version nearly everything that makes the IS one worth taking on top of the things that make the Clan one desirable: dramatically increased range and reduced cost to available space and weight.
These are my thoughts:
1. The IS AC/20 isn't great - 270 meters for that gun is prohibitive, too; not asking for the moon, but a flat 300 meters would go a long way toward making it more broadly useful and give it a little more of a leg up when considering it against HGauss.
2. The IS AC/20 occupies a
very different use-case than the UAC/20 precisely because it fires a single slug; if you want to brawl efficiently, you will take the AC; it's a scalpel. The UAC is more about vomiting imprecise damage and then retreating because it fires in bursts and you can't rely on it to not jam if you actually get into the thick of it with the weapon.
3. The UAC/20 is supposed to have more range than the AC; while I understand why PGI has flipped it, in the case of the 20 it doesn't make sense because of the previous point; I can let the UAC/10 slide because one more shell is not a big deal, but two more shells is. For commanding 15 tons and 10 slots, this thing either needs to be un-matched at close-quarters or it needs to be more flexible than it is. I choose the latter, which would involve increasing the range to 330 and a tiny,
tiny bit more jam DPS.
4. We have the LB-20X to consider among the three weapons as well though I think being cold, non-ghosting, and very crit-heavy is already a huge perk for the closest-range fighting. You've already reduced the crit-slot consumption and that is really the only thing I thought the weapon needed. TBQH, you will probably see more LB-20X after that change than AC/20 simply because of the increased range along with the rest I just mentioned.