Racs = Worse Now?
#1
Posted 05 January 2024 - 11:07 AM
I feel my damage potential with them has been halved.
What was wrong with them before?
#2
Posted 05 January 2024 - 12:39 PM
#3
Posted 05 January 2024 - 02:06 PM
The difference is more projectiles, so more spread opportunity if you can hold aim on target.
#4
Posted 05 January 2024 - 04:29 PM
the check engine light, on 05 January 2024 - 02:19 PM, said:
The RAC change was to avoid an exploit that was still being actively used- and advertised on the socials. Not cosmetic either.
#5
Posted 05 January 2024 - 07:51 PM
#6
Posted 06 January 2024 - 10:26 AM
#7
Posted 06 January 2024 - 11:16 AM
https://mwomercs.com...auldron-changes
https://mwomercs.com/game/patch-notes
https://discord.com/...227786214866956
Ihlrath, on 06 January 2024 - 10:26 AM, said:
#8
Posted 06 January 2024 - 11:34 AM
Ihlrath, on 06 January 2024 - 10:26 AM, said:
Ammo per ton got boosted to compensate.
The only actual gameplay difference -- beyond this nebulous exploit being referenced, I have no idea what that is or how faster ROF stops it -- is that RACs now do more cockpit shake/blinding.
Edited by foamyesque, 06 January 2024 - 11:35 AM.
#9
Posted 06 January 2024 - 01:40 PM
foamyesque, on 06 January 2024 - 11:34 AM, said:
Ammo per ton got boosted to compensate.
The only actual gameplay difference -- beyond this nebulous exploit being referenced, I have no idea what that is or how faster ROF stops it -- is that RACs now do more cockpit shake/blinding.
Carefully timed macros could get about 30% more DPS out of RACs I believe. They were adjusted a few years back for similar, apparently back then with config changes and the right macro you could get about 3 times the damage.
I'm.assuming the increased RoF means the gap between projectiles is too small to allow a key release/repress macro to fire a projectile faster.
There are more technical discussions on these matters on the socials, mostly discord.
#10
Posted 06 January 2024 - 01:44 PM
crazytimes, on 05 January 2024 - 04:29 PM, said:
Want to talk about exploit? How about the fact that your get stun locked with screen flashes when someone RACs you in the toe?
I'm being serious.
Should I post some pictures from training grounds?
Hits in the actual cockpit is even worse, total vision loss.
And what's this about cheats in social? IDK. I don't visit social, or use any mods, but it certainly feel like (occasionally) that my opponents are.
#11
Posted 06 January 2024 - 03:15 PM
crazytimes, on 06 January 2024 - 01:40 PM, said:
I'm.assuming the increased RoF means the gap between projectiles is too small to allow a key release/repress macro to fire a projectile faster.
There are more technical discussions on these matters on the socials, mostly discord.
Macros are for lameos. If you cant play the game without having to tweek your interface so something else is doing the work for you... you're lame, period. If you have to have a script do the work you are meant to do manually that shows a lack of skill on your part. Skill is playing the game yourself, not having scripts, or macros, or aimbots (yes I put them all in the same category of 'You must suck if you have to use this').
So if they tweeked ammo load to compensate for more bullets.... I say moar dakka is always gud, bub.
#12
Posted 06 January 2024 - 04:06 PM
#13
Posted 06 January 2024 - 04:09 PM
LordNothing, on 06 January 2024 - 04:06 PM, said:
^^ Once again my man has a great point!
#14
Posted 06 January 2024 - 09:40 PM
#15
Posted 07 January 2024 - 11:10 PM
Kynesis, on 06 January 2024 - 09:40 PM, said:
If they're objectively far less effective you have some evidence to back it up? Feelings aint objective.
I've done as well as before in them. Maybe even better since the fear effect is increased by faster fire rate.
Edited by Samziel, 07 January 2024 - 11:18 PM.
#17
Posted 08 January 2024 - 12:48 PM
Ihlrath, on 06 January 2024 - 03:15 PM, said:
For 1st time ever in these forums history you are correct, about saying macro = cheat. Macro that does do something that player cannot do manually (increase DPS of RACs) is an exploit/cheat.
LordNothing, on 06 January 2024 - 04:06 PM, said:
They are pretty coolrunning weapon with minimal spread and not that slow velocity for reals(And some of the Cauldrons want to get rid of that spread) and they got massive DPS, combined with xpulses which are hot... you can do stupid amount of damage in few seconds.
If you remove Spin there needs to be some kind of trade-off nerf for them not to be OP.
Kynesis, on 06 January 2024 - 09:40 PM, said:
I have played plenty of RAC5s last season after the patch and they don't seem any worse than before... just sounds bit cooler.
#18
Posted 08 January 2024 - 02:16 PM
Curccu, on 08 January 2024 - 12:48 PM, said:
If you remove Spin there needs to be some kind of trade-off nerf for them not to be OP.
sure they got massive dps, and that dps is not nearly as effective as a big damage dump, not by a long shot. while they are doing massive dps over time, you can do near-instant mech-crippling damage with a 60-70 alpha build and be back into cover before the dps even has time to matter. a half a second at low dps is nothing. the mech on the receiving end has time to twist and to reposition, find cover, before the dps really starts to take its toll. thats generally how i handle rac boats, spread damage, break los and trade during their spin-up. the situation would be more fair if i had to eat some damage to do my damage dumps, and i suspect i could still win trades against them on damage output alone. maybe its the midrange lasers that need the spinup.
they also have a really bad damage per heat (only thing worse is flamers), idk how that translates into cool running. perhaps in a short burst but not the 6 seconds it requires to match a 60-70 point damage dump. id be willing to lose a couple dps just for the ability to fire immediately.
Edited by LordNothing, 08 January 2024 - 02:31 PM.
#19
Posted 08 January 2024 - 06:06 PM
LordNothing, on 08 January 2024 - 02:16 PM, said:
They tend to be jam limited rather than heat limited on most of the more logical builds. If boating them, it's easy enough to set up fire groups with only some of them as well to heat manage.
I've still got the classic 3 x RAC2 bushwhacker from before the RAC5 buffs, and it is impossible to overheat. The 4xRAC2 Nightstar-10P can, but it's easy enough to just alternate groups of two when you're getting near heat cap. Even mixed weapon builds like the old 3 x RAC2 + 3xAC2 Annhilator struggles to hit heatcap before jamming.
Yes they are high heat/DPS, but if your build doesn't have the heat capacity to use them until around the jam point then you're not really using them to their strengths.
#20
Posted 08 January 2024 - 09:04 PM
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