"AC2s and AC5s are as useless as nipples on a mech torso"
#61
Posted 13 April 2012 - 08:10 AM
chris
#62
Posted 13 April 2012 - 08:10 AM
Mason Grimm, on 13 April 2012 - 06:42 AM, said:
*cough*
Does POTENTIALLY 5x the damage.
...
Apples to oranges my man, apples to oranges.
Potential damage is better than flat out no damage.
Given both weapons are long range fire support, I hardly think it's Apple to Oranges. You can complain about damage spread and missiles missing all you want, but that doesn't change the fact the AC/2 lands exactly 2 damage in an equally random location. I'd rather take the possibility of 5 damage in two places than 2 in one. This isn't rocket science.
Mason Grimm, on 13 April 2012 - 06:08 AM, said:
We might as well be.
MaddMaxx, on 13 April 2012 - 06:44 AM, said:
I've come to the conclusion that there are basically two types of players when all is said and done:
Player A: My designs are great, but man that weapon is overpowered.
Player B: My designs are great but everyone else is overpowered.
This is the crux of people who are complaining about mechlab mechanics and such are coming from, versus those that want to make every weapon a viable choice. There is a serious group of players that will try to take terrible designs that they feel represent Table Top more, with 5 kinds of mismatched weapons and AC/2s, then when they under perform in actual game play blame it on everyone else's design being too good. "I'd have won if you hadn't packed those PPCs and Gauss!" "I'd have won if you didn't have jump jets!" "I'd have won if you didn't have all AC/20s and SRMs!"
But at the end of the day, if everyone's config and weapon choices are overpowered you need to look at your own choices. AC/2s and AC/5s have been terrible weapons across nearly every MechWarrior game (again, barring Living Legends and Hardcore for different reasons) as well as table top.
People often confuse being able to make them do something or trying to exploit their tiny differences as an advantage, but it's never enough to consider taking it. I mean just look at a stock Awesome versus a stock Zeus. Ouch.
Leetskeet, on 13 April 2012 - 08:09 AM, said:
I really think AC/2s and AC/5s should be balanced in a similar fashion to MW4 RACs, since RACs don't exist yet - we can cross how to make them good when we come to it. At least in terms of fire rate, rock and overall damage.
Edited by Victor Morson, 13 April 2012 - 08:13 AM.
#63
Posted 13 April 2012 - 08:15 AM
Honestly, I would expect a fight between two matched mechs where one has a PPC and one has an AC5 to go something like this:
AC5 is fairly continuous fire. Many rounds will miss their intended target (miss entirely or hit an arm when you're aiming for torso or head) but this continuous fire using HE rounds will not only obscure the PPC mech's view but it will also cause instability when it tries to return fire. And so, when the PPC goes of it will likely often miss entirely or have it's damage dispersed quite widely unless the pilot is very skilled and very lucky on the same day.
When you factor these sorts of things in you can also have a much stronger argument for the abilities of an AC5 when trying to target a specific location. In a fight like this, the AC5 will use the fact that it fires so quickly to TRY to hit the head, and even if only 1 out of 5 shots (or less) scores a hit, it's still much more likely the PPC mech's cockpit will be blown out before it can score two direct PPC hits while it's taking fire.
Edited by WithSilentWings, 13 April 2012 - 08:19 AM.
#64
Posted 13 April 2012 - 08:20 AM
Second, if the damage is balanced on par with Table Top or past MechWarriors, the AC will - in the time it takes to recycle the PPC - do about half the damage of a PPC round. That means several seconds of scattering damage all over a 'mech exposed versus 1 second to do direct damage to an area and then fade back into cover.
Unless, of course, the AC provides a lot of rock with a damage buff, making it very hard for anything being barraged to return fire. That's what RACs and later, Hardcore ACs did to various results; none the less, turning light ACs into a suppression weapon is a fine move to make and at the very top of my considered solutions for them.
#65
Posted 13 April 2012 - 08:23 AM
#66
Posted 13 April 2012 - 08:24 AM
WithSilentWings, on 13 April 2012 - 08:15 AM, said:
Honestly, I would expect a fight between two matched mechs were one has a PPC and one has an AC5 to go something like this:
AC5 is fairly continuous fire. Many rounds will miss their intended target (miss entirely or hit an arm when you're aiming for torso or head) but this continuous fire using HE rounds will not only obscure the PPC mech's view but it will also cause instability when it tries to return fire. And so, when the PPC goes of it will likely often miss entirely or have it's damage dispersed quite widely unless the pilot is very skilled and very lucky on the same day.
When you factor these sorts of things in you can also have a much stronger argument for the abilities of an AC5 when trying to target a specific location. In a fight like this, the AC5 will use the fact that it fires so quickly to TRY to hit the head, and even if only 1 out of 5 shots (or less) scores a hit, it's still much more likely the PPC mech's cockpit will be blown out before it can score two direct PPC hits while it's taking fire.
Oh my dear sir that is not a drawback in a video game that you can actually aim in. Popping high damage shots on the same location is exactly what you want.
That said, the AC/5, outside of table and it's 10 second recycle times, is or should be a high dps constant fire weapon. For instance, hitting the center torso with a PPC every time it's ready is, lets make something up, 10 dps. The AC/5 should be 12 dps or so, but its damage comes in small increments so it isn't just a flat out better weapon. If they're turning to protect their weakest location, you'll end up spreading damage out, whereas a PPC can just pop a flat chunk of damage in a single trigger pull.
Edited by Leetskeet, 13 April 2012 - 08:27 AM.
#67
Posted 13 April 2012 - 08:33 AM
#68
Posted 13 April 2012 - 08:35 AM
Useless.
Oh, you meant just the 2 and 5 classes.
Still useless.
Afaik, they're only somewhat good for vehicles since vehicles don't need heat sinks to fire them.
#69
Posted 13 April 2012 - 08:47 AM
#70
Posted 13 April 2012 - 08:49 AM
I reloaded MW3 and downed an annihilator standard variant before it could ever close range, with 4 Ac2 on a heavy mech backpeddling.
Edited by BerryChunks, 13 April 2012 - 08:54 AM.
#71
Posted 13 April 2012 - 08:57 AM
rorik jorgensson, on 13 April 2012 - 08:23 AM, said:
TRUE: LRMs are not reliable with their damage output.
ALSO TRUE: Unreliable lots of damage is still better than reliable almost no damage. Even on a terrible LRM hit, if even 2 missiles connect (always true if we go by 5 point clusters) you're guaranteed better damage than an AC2.
#72
Posted 13 April 2012 - 09:00 AM
Quote
No big surprise, imo.
You could do the same with an LRM boat, and probably faster with an LRM-boat.
Considering that Annihilators are less mobile than an UrbanMech.
#73
Posted 13 April 2012 - 09:11 AM
The 5's are the best for low heat and great range and medium laser dmg. Same with the 2's but their useless dmg is frustrating.
HOWEVER, if their ROF is five times that of a PPC.... then we have a weapon that does the same damage as a PPC, with a fraction of the heat and nearly double the range. Chew on that.
And even if they didn't I'd still take it over nothing. You may not down a 'Mech with these weapons but 10 to 1 the 'Mech using this weapon will be fast and not likely to be going toe to toe with brawlers (Vulcan, Blackjack, Clint, JaggerMech anyone?.....their armor is low so to pilot WON'T go toe to toe). It will snipe from the edges, wear a 'Mech down for it's lancemates to handle, or open of some holes so when the opponent finally closes you can finish them off with a spread of crit seekers.
#74
Posted 13 April 2012 - 09:14 AM
What if instead of totally over hauling the AC2 and AC5 so they somehow compare to the power hitters, the PPC in this case, we increase the HEAT the PPC does to such an extent that firing it, or having 2 on a chassis, will require a serious cool down, and if that is no good, then a reload time, such that the AC2 and AC5 folk can attempt to close and flush the PPC'r from there hidy holes.
Sadly the reason these discussions even exist is that the weapons in question do not the proper targets on the battle field that make them useful and often was the exact intended use. Tanks, Jets, speedy hovercraft etc etc.
Put them on the field and then the players can choose to use the proper tool. Killing Mechs 2 pts at a time sounds plausible, if you have 7 tons of non-exploding ammo and can out run your opponent. Then it just takes the patience of Jobe. No worries right?
Edited by MaddMaxx, 13 April 2012 - 09:15 AM.
#75
Posted 13 April 2012 - 09:15 AM
For the 3050 crowd, AMS can't shoot down a slug, nor can an ECM screw with it.
#76
Posted 13 April 2012 - 09:17 AM
Best thing we can hope for is that PGI doesn't stay faithful to the tabletop stats and finds a way to make these weapons worth the wasted weight.
#77
Posted 13 April 2012 - 09:21 AM
Edited by Coralld, 13 April 2012 - 09:22 AM.
#78
Posted 13 April 2012 - 09:29 AM
Besides this is mechwarrior not call of duty MW3.
Edited by Codius Dakanius, 13 April 2012 - 09:51 AM.
#79
Posted 13 April 2012 - 09:32 AM
#80
Posted 13 April 2012 - 09:52 AM
Mason Grimm, on 13 April 2012 - 05:19 AM, said:
You neglected to mention that the PPC does as much damage as 5 AC2s, and 2 AC5s, altering the heat calculations.
You also didn't include critical space and tonnage, considering that ACs require additional slots for ammunition, which can then detonate through over heating or damage.
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