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Anyone Knows The Reason For Clan 5/10/20 Cannons Ammo Count


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#1 eminus

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Posted 13 June 2018 - 08:50 PM

looks like Clan AC/U-AC 5|10|20 ammo count for Clans have more counts than IS

I did not notice this until today LOL

Posted Image

Posted Image

Edited by eminus, 13 June 2018 - 08:51 PM.


#2 FupDup

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Posted 13 June 2018 - 08:56 PM

Because they fire multiple projectiles per mouse click instead of just one at a time.

#3 eminus

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Posted 13 June 2018 - 08:58 PM

View PostFupDup, on 13 June 2018 - 08:56 PM, said:

Because they fire multiple projectiles per mouse click instead of just one at a time.


that is UAC, even for UAC inner sphere UAC also has lesser count

IS AC5 = 30
C AC5 = 60

IS UAC5 = 30
C UAC5 = 60

Edited by eminus, 13 June 2018 - 08:59 PM.


#4 FupDup

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Posted 13 June 2018 - 09:17 PM

View Posteminus, on 13 June 2018 - 08:58 PM, said:

that is UAC, even for UAC inner sphere UAC also has lesser count

IS AC5 = 30
C AC5 = 60

IS UAC5 = 30
C UAC5 = 60

Bro, the Clan AC/5 and UAC/5 shoot 2 projectiles per mouse click, thus they need twice as much ammo. The IS AC/5 and UAC/5 only shoot 1 bullet per click.

#5 Y E O N N E

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Posted 13 June 2018 - 09:20 PM

What year is it? 2014?

#6 LordNothing

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Posted 13 June 2018 - 09:39 PM

more ammo is good, especially when pgi pushes stock mechs with 1t ammo limits.

#7 FupDup

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Posted 13 June 2018 - 09:51 PM

View PostLordNothing, on 13 June 2018 - 09:39 PM, said:

more ammo is good, especially when pgi pushes stock mechs with 1t ammo limits.

I'm just wondering why the values are all over the place. AC/2 is 174 damage per ton, AC/5 is 175, AC/10 is 230, and AC/20 is 160...should just be 200 for all of them.

#8 Y E O N N E

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Posted 13 June 2018 - 09:55 PM

AC/10 get more because it's a jump of 4 tons between the AC/5 and the 10, where as the jump from any other AC to the next one up is only 2 tons. The extra ammo was to help you do more with less and offset that. And that does still make sense.

#9 MTier Slayed Up

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Posted 13 June 2018 - 11:21 PM

It's as if people forget that Clan ballistics fire multiple, and that they can spread damage since 90% of the community isn't going to nail the CT all the time, every time.

#10 eminus

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Posted 13 June 2018 - 11:38 PM

View PostFupDup, on 13 June 2018 - 09:17 PM, said:

Bro, the Clan AC/5 and UAC/5 shoot 2 projectiles per mouse click, thus they need twice as much ammo. The IS AC/5 and UAC/5 only shoot 1 bullet per click.


View PostDrtyDshSoap, on 13 June 2018 - 11:21 PM, said:

It's as if people forget that Clan ballistics fire multiple, and that they can spread damage since 90% of the community isn't going to nail the CT all the time, every time.


Wow!! I have been playing MWO for 2 years and I only now know AC of clans can fire twice!!

LOL thanks

edit: wait Clan AC fire two bullets not fire twice, got it

Edited by eminus, 13 June 2018 - 11:39 PM.


#11 Khobai

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Posted 13 June 2018 - 11:52 PM

ATMs shouldve gone to 120 not 105

they didnt get the same increase as LRMs...

I dont like how inconsistent the ammo increases are, it shouldve just been a flat 33% increase across the board

Edited by Khobai, 13 June 2018 - 11:54 PM.


#12 Vellron2005

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Posted 14 June 2018 - 12:14 AM

View Posteminus, on 13 June 2018 - 08:50 PM, said:

looks like Clan AC/U-AC 5|10|20 ammo count for Clans have more counts than IS

I did not notice this until today LOL

Posted Image

Posted Image


Becouse Clan AC's fire multiple slugs, while IS AC's fire single slug..

Also, the ammo count increase is aimed at making Trial / Stock mechs more viable, because comp play..

#13 LordNothing

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Posted 14 June 2018 - 05:53 AM

View PostFupDup, on 13 June 2018 - 09:51 PM, said:

I'm just wondering why the values are all over the place. AC/2 is 174 damage per ton, AC/5 is 175, AC/10 is 230, and AC/20 is 160...should just be 200 for all of them.


before the ac10 had 200 damage per ton nobody ever used it. it was kind of a pointless weapon. boat a couple 5s or step up to a 20. after 200 damage per ton, dual 10 builds became good, tripple ac10 ilyas became viable (they were kind of a troll build before) and it was acceptable in single gun configs as well. seems it would have been better to roll the advantage into the cd or something like that, but ammo is what we got. though i have no real problem with ammo density being part of the balance equation.

Edited by LordNothing, 14 June 2018 - 05:54 AM.


#14 Luminis

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Posted 14 June 2018 - 06:36 AM

And when people say "Clan ACs fire multiple projectiles", they mean two 2.5 damage projectiles for the (U)AC5, three 3.33 damage projectiles for the 10 and four 5 damage projectiles for the 20.

Just trying to clarify that it's a pretty significant drawback, lest people start claiming Clan ballistics to be OP because they fire multiple full damage slugs.

#15 eminus

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Posted 14 June 2018 - 06:48 AM

View PostLuminis, on 14 June 2018 - 06:36 AM, said:

And when people say "Clan ACs fire multiple projectiles", they mean two 2.5 damage projectiles for the (U)AC5, three 3.33 damage projectiles for the 10 and four 5 damage projectiles for the 20.

Just trying to clarify that it's a pretty significant drawback, lest people start claiming Clan ballistics to be OP because they fire multiple full damage slugs.



but much fun for dakka lovers

#16 FupDup

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Posted 14 June 2018 - 09:41 AM

View PostYeonne Greene, on 13 June 2018 - 09:55 PM, said:

AC/10 get more because it's a jump of 4 tons between the AC/5 and the 10, where as the jump from any other AC to the next one up is only 2 tons. The extra ammo was to help you do more with less and offset that. And that does still make sense.

I feel like the base stats of the gun (DPS, velocity, whatever) is where the "4 ton jump" compensation should come into play rather than ammo inconsistency. Besides, the AC/10 still needs better base values anyways...

#17 Tatula

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Posted 14 June 2018 - 09:47 AM

Now I have to switch out my one-ton cuAC20 ammo to 1/2-ton ones if I have the slots.

#18 LT. HARDCASE

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Posted 14 June 2018 - 01:30 PM

AC10 having ridiculous ammo per ton does not cover the fact that it's an inherently bad gun. Will PGI ever realize this?

Stay tuned.

#19 Y E O N N E

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Posted 14 June 2018 - 03:29 PM

View PostFupDup, on 14 June 2018 - 09:41 AM, said:

I feel like the base stats of the gun (DPS, velocity, whatever) is where the "4 ton jump" compensation should come into play rather than ammo inconsistency. Besides, the AC/10 still needs better base values anyways...


You can do that, too. IMHO, I think the AC/10 is in a fine place where it is right now save for its lack of range. The 450 bracket has never felt right for any weapon that's in it.

#20 FupDup

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Posted 14 June 2018 - 04:14 PM

View PostYeonne Greene, on 14 June 2018 - 03:29 PM, said:

You can do that, too. IMHO, I think the AC/10 is in a fine place where it is right now save for its lack of range. The 450 bracket has never felt right for any weapon that's in it.

The problem with pushing its range higher is that it might start to encroach upon the AC/5, though I wouldn't mind the AC/5 (and consequently AC/2) getting pushed up themselves.





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