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6 X Ac 2's Battle Anh-2A Vs Kgc-000


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#1 Tier5ForLife

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Posted 06 September 2018 - 02:30 PM

I want to know what other players think is the best.

P.S. The ANH-2A is on sale so......

#2 Yumoshiri

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Posted 06 September 2018 - 02:35 PM

Just go with the looks. AC2 are long range, so the differences are minor.

#3 justcallme A S H

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Posted 06 September 2018 - 02:57 PM

ANN beats KGC for AC2 as you can put more ERML on the ANN.

Plus ANN has better quirks/hardpoint location.

#4 Eisenhorne

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Posted 06 September 2018 - 03:01 PM

The AC2 Annihilator is better. Way better hitboxes. At long range, it's easy to spread damage all over your torso, while a KGC just eats it in it's massive CT. I run mine like this.

#5 justcallme A S H

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Posted 06 September 2018 - 03:11 PM

For QP/FP I run mine THIS way, it's 1500dmg+ capable day in/day out so if it's too hot and you never run outta ammo then try it THIS way.

Solaris totally different of course.

#6 Tier5ForLife

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Posted 06 September 2018 - 07:22 PM

Thanks for the builds. I took the ANH-2A to the testing ground and was impressed. I killed all 8 mechs with ammo to spare so I was wondering about adding Lasers.

The KGC-000's pluses seem to be that it is a low target but then it's arms are also low.

Eisenhorne's is more normal, there is a part of me that wants to even out the ammo.

And looking at ASH's, I had to do a double take because you do not use case and you put ammo in your arms. But then, of course, you do, you are ASH! (ROFL)

I do not really use Smurfy's. What is heat efficiency compared to heat management?

Here is the one I have (well, it was on sale) and then my semi ASH version.

Posted Image

Posted Image

#7 Tier5ForLife

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Posted 06 September 2018 - 07:28 PM

This will be on LikeUntoGod's account (my main account) since he is a low life Merc.

Plus, I admit, I want to use it in Solaris.

Oh yes, how do you use your fire buttons? With just the 6 AC 2's it is easy. (1,2,3,4,5,6) I use fire control although I sort of would like to be able to fire the four high ones alone in case the arm ones are blocked.

But the ASH version with lasers I need to think about. I'm glad this was on sale, it made the choice easier.

Last two things. I will add a TC to the first one but there is something I noticed. So tell me if I'm right.

The KGC-000's two zooms seem normal. But the ANH-2A seems like it zooms in at a higher level.

Edited by LikeUntoBuddha, 06 September 2018 - 07:33 PM.


#8 justcallme A S H

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Posted 06 September 2018 - 07:59 PM

I put ammo in arms because...

1. Arms cannot be crit from behind
2. Arms are so, SO rarely shot off/open on a ANN (trust me on this).

So you save 2T by not using CASE and spreading the ammo out to reduce explosion chance. I've never died to a ammo explosion in a ANN with 2T in each torso because the DHS take 3 slots and are a bigger crit-seeking soak etc.

Also remember that if you die to ammo explosion once in 100 games, then it's simply a non-issue IMO. Plus CASE just stops the damage spreading, not the explosion in the first place.

Edited by justcallme A S H, 06 September 2018 - 08:00 PM.


#9 justcallme A S H

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Posted 06 September 2018 - 08:29 PM

View PostLikeUntoBuddha, on 06 September 2018 - 07:28 PM, said:

Oh yes, how do you use your fire buttons? With just the 6 AC 2's it is easy. (1,2,3,4,5,6) I use fire control although I sort of would like to be able to fire the four high ones alone in case the arm ones are blocked.

But the ASH version with lasers I need to think about. I'm glad this was on sale, it made the choice easier.


6xAC2s on a single button. Rarely chainfire as you want that pinpoint. That is the purpose of a PPFLD weapon. Occasionally I'll chainfire (I dont need a macro to spam), suffice to say it's not common.

The 6xAC2 Mauler runs cool as - so cool that you can fire continuously for 30s before overheating once fully skilled. Rare you'll ever have that in MWO. Hence tha Ann runs cool, might as well have some ERML for added damage once enemy is inside 500m or so.

#10 Tier5ForLife

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Posted 07 September 2018 - 03:34 AM

Great info, thanks ASH!

#11 Horseman

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Posted 07 September 2018 - 04:43 AM

Try 6x AC5 with that ANH. You'll need to set them up differently - 4x and 2x - to avoid ghost heat, but it's devastating.

#12 Eisenhorne

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Posted 07 September 2018 - 07:03 AM

6x AC5 is good, but has too little ammo for FP, barely enough for QP.

My build is kind over over the top for ammo, because I like to take it in FP maps, and engage things at like 1KM + ranges, so I'm just spraying lead down range the whole time. I've actually run it dry a couple of times, especially on things like Hellebore Defense, where I just post up in the Crows Nest and rain fire down on the enemy as they approach. Ash's build makes a lot more sense for QP, where that much ammo is completely useless.

For fire groups, I have all 6 AC2 on 1 button for alpha strike, the torso guns on button two, and the arm guns on button three. If I want to "suppress" a target by rattling them constantly, I'll press button two to fire the torso guns, then button one to alpha strike (which will fire the arm guns), and hold down button 1 to "stagger fire" them constantly. Most people back out of that immediately, because it's almost like a RAC.

#13 Tier5ForLife

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Posted 09 September 2018 - 05:53 PM

I've found that Solaris is a great way of skilling up mechs that might have problems in QP. In the Anh, on the mining map which was picked in 3 out of 5 games, a piranha circled around and each time kill me with me doing zero damage. That is a bad map for an ANH because they know where the spawn is. They know which way and where we are going.

But in Solaris, until I got smoked by an Arctic wolf with SRMs, I was getting enough for one skill node every game. And if it working, it is faster then playing QP

Here is my current Solaris monster.


Posted Image

Edited by LikeUntoBuddha, 09 September 2018 - 05:54 PM.


#14 Tier5ForLife

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Posted 10 September 2018 - 09:27 AM

WTD? I saw two of these this morning!

View PostEisenhorne, on 07 September 2018 - 07:03 AM, said:

6x AC5 is good, but has too little ammo for FP, barely enough for QP.

My build is kind over over the top for ammo, because I like to take it in FP maps, and engage things at like 1KM + ranges, so I'm just spraying lead down range the whole time. I've actually run it dry a couple of times, especially on things like Hellebore Defense, where I just post up in the Crows Nest and rain fire down on the enemy as they approach. Ash's build makes a lot more sense for QP, where that much ammo is completely useless.

For fire groups, I have all 6 AC2 on 1 button for alpha strike, the torso guns on button two, and the arm guns on button three. If I want to "suppress" a target by rattling them constantly, I'll press button two to fire the torso guns, then button one to alpha strike (which will fire the arm guns), and hold down button 1 to "stagger fire" them constantly. Most people back out of that immediately, because it's almost like a RAC.



I've also found that the best way is to have a button with the "upper" guns and one for the "lower" ones.





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