"AC2s and AC5s are as useless as nipples on a mech torso"
#341
Posted 07 July 2012 - 02:43 AM
Slow the mech to 2/3 remove all weapons remove about half the armor.
8.5 tons for engine 2 for gyro 10 structure 3 cockpit and 10.5 armor = 34 tons which leaves 66 tons
Install 8 AC/2s = 48 tons
Install 1 PPC = 7 tons
Install 8 HS = 8 tons
Install 3 Tons of AC/2 Ammo
Lets see you tell me AC/2 is useless when it starts stripping a ton of armor every time I fire.
That said if they up the ROF on the AC/2 to 5 times per PPC as some people are suggesting I'd be doing 80 damage every 10 seconds. I thinks that's kinda OP honestly. Being able to severly damage an Atlas before the atlas even got into range with it's LRMs would be wrong I think.
So Leave AC/2 as it should be 2 damage every 10 seconds.
But yeah gonna have to try that build. Still has more armor than a hunchie but can really reach out and touch someone.
PS: I have stated elsewhere that AC 2/5/10 all become worthless when the more advanced tech comes in so please flame responsibly
#342
Posted 07 July 2012 - 05:31 AM
#343
Posted 07 July 2012 - 05:34 AM
Course there might be a limit to the number of weapons per hardpoint but from what I can see from the few videos they have released they seem to be rather open as long as you stick to the right weapon type
#344
Posted 07 July 2012 - 05:49 AM
if so use instent battle, set apponent at elite pilot skill and put him in a kraken then pick mech of your choosing and fite it out .
{as an elite pilot's as close to a humen you'l get in the cokpit}
and the kraken works better in tt then mw4!
get pwnd by an all ac2 mech and it anser's your question rather well.
oh yes and make sure you have unlimited ammo off and heatsinks on pls.
i've been running bt/tt games at company levels for over 25 yrs an i asure you ac2/ac5's are viable!
{thats 12v12/15v15 mechs on 6 maps linked together,if your lost on 15v15 then you havent played clan v clan in tt}
this will sound rather trollish but every time see this in forums i'm forced to believe that its based solely on mw video game play as thats
the only mediem i've seen the weapons down played as usefull weapons!
riflemen and jagermechs w/quad ac2's was the ezest way to counter the clans massive range advantage in early days of clan invasions.
til er weapons became more widely available!
{loved them davion gunboats lols}
the"hangman"
#345
Posted 07 July 2012 - 06:42 AM
Engineering, on 07 July 2012 - 02:43 AM, said:
Slow the mech to 2/3 remove all weapons remove about half the armor.
8.5 tons for engine 2 for gyro 10 structure 3 cockpit and 10.5 armor = 34 tons which leaves 66 tons
Install 8 AC/2s = 48 tons
Install 1 PPC = 7 tons
Install 8 HS = 8 tons
Install 3 Tons of AC/2 Ammo
Lets see you tell me AC/2 is useless when it starts stripping a ton of armor every time I fire.
That said if they up the ROF on the AC/2 to 5 times per PPC as some people are suggesting I'd be doing 80 damage every 10 seconds. I thinks that's kinda OP honestly. Being able to severly damage an Atlas before the atlas even got into range with it's LRMs would be wrong I think.
So Leave AC/2 as it should be 2 damage every 10 seconds.
But yeah gonna have to try that build. Still has more armor than a hunchie but can really reach out and touch someone.
PS: I have stated elsewhere that AC 2/5/10 all become worthless when the more advanced tech comes in so please flame responsibly
So now you are slow and with very little armor but you have your many AC/2s.
Congratulations... I think that you will be a winner on the battlefield.
/sarcasm off
Edited by Future Perfect, 07 July 2012 - 09:13 AM.
#346
Posted 07 July 2012 - 07:17 AM
its an extreame build but a good support build and if his lancemates keep you at bay you goin to die lmao
any lite mech thats exposed while trying to close on him will get toasted too!
this coming from a lite mech jockey such as myself!
mass ac 2s are the bane of lite scouts as only way to get them is to have a"lot" of ubstructed terrain to stay behind till you get rite on top of him!
literaly 1 alpha strike and your lite mech sheds appendages!
{his short range for those ac 2s is allmost max range for a lite mechs sans med lasers srms}
and you can see the effectiveness better now i hope?!
the"hangman"
#347
Posted 07 July 2012 - 08:16 AM
10 Tons is light compared to what it usually carries but it's still a fair bit of armor and will stand up to all the lrm return fire he takes
#348
Posted 07 July 2012 - 08:29 AM
#349
Posted 07 July 2012 - 08:37 AM
#350
Posted 07 July 2012 - 09:03 AM
HANGMAN1962, on 07 July 2012 - 07:17 AM, said:
its an extreame build but a good support build and if his lancemates keep you at bay you goin to die lmao
any lite mech thats exposed while trying to close on him will get toasted too!
this coming from a lite mech jockey such as myself!
mass ac 2s are the bane of lite scouts as only way to get them is to have a"lot" of ubstructed terrain to stay behind till you get rite on top of him!
literaly 1 alpha strike and your lite mech sheds appendages!
{his short range for those ac 2s is allmost max range for a lite mechs sans med lasers srms}
and you can see the effectiveness better now i hope?!
the"hangman"
He is slow as a turtle so I'm sure that I can get to a cover position.
Yeah getting a weak engine and removing armor is soo effective but I don't care since the guy is practically a free kill to everyone.
Edited by Future Perfect, 07 July 2012 - 09:04 AM.
#351
Posted 07 July 2012 - 09:09 AM
#352
Posted 07 July 2012 - 09:17 AM
Still to contribute my 2 cents i was a fan of massed ac2 fire in all the pc games - this being said its not gonna work as well against somebody intelligently using cover and popping out to alpha strike with gauss/ppcs etc every 8 sec - rapid fire weapons get their dmg up in the open field more. Will be interesting to see how they work in this game, which we just don't know enough about at this point
#353
Posted 07 July 2012 - 10:30 AM
Calisrue, on 07 July 2012 - 09:17 AM, said:
Still to contribute my 2 cents i was a fan of massed ac2 fire in all the pc games - this being said its not gonna work as well against somebody intelligently using cover and popping out to alpha strike with gauss/ppcs etc every 8 sec - rapid fire weapons get their dmg up in the open field more. Will be interesting to see how they work in this game, which we just don't know enough about at this point
that's only true once you're in range of your PPC/gauss, which is the advantage to the AC/2, there is nothing else in game comparable to it's range. So yes, once you're within YOUR max range, your tactic is valid, but he's hardly going to sit there and let you hide in cover in range of him, the instant you pop behind cover he's going to be moving out of your range. Eight seconds even as slow as he's walking can cover quite a bit of ground, and then you're getting chewed up again just to close the distance.
#354
Posted 07 July 2012 - 10:52 AM
#356
Posted 07 July 2012 - 10:57 AM
Blackjack...45ton Mech.
2x AC/2s
4x Med Lasers
They ruled the battlefield because of their ability to decapitate anything before anything else was in range.
I have a feeling we'll see plenty of Jagers on the field, and the folks that like to decry the AC/2s here on the forum will be crying foul everytime someone "exploits" these obviously over-weight and under-powered guns.
#357
Posted 07 July 2012 - 11:35 AM
Damion Sparhawk, on 07 July 2012 - 10:30 AM, said:
wasn't really arguing that the ac2 wouldn't chew someone up at range out in the open - just saying that alot of people will just avoid closing out in the open and use cover. it all depends on the environment and which pilot has better mastery of range control of course. also i don't think you understood what i meant about only popping outta cover every 8 seconds (therefore not being exposed to the ac2 rapid fire for along time)
again not really arguing - i like the ac2 (and even more so the ultra) and i will definitely be trying out builds that take advantage of its strengths.
#358
Posted 07 July 2012 - 11:45 AM
#359
Posted 07 July 2012 - 11:52 AM
MrM1971, on 07 July 2012 - 11:45 AM, said:
the tonnage makes sense when you actually weigh in the overall math, lasers generate more heat, requiring more heat sinks, once you move beyond the heatsinks already installed as a minimum system cooling on the mech every energy weapon you add then weighs that many heat sinks more than it's base tonnage, ballistics hardly add any heat at all so almost never require additional heat sinks. Missiles generally produce more heat than ballistics too, thus changing the equation in that respect, every weapon system has it's pluses and minuses and in the hands of a skilled user is a perfectly valid system it's just based on how you prefer to play.
#360
Posted 07 July 2012 - 12:11 PM
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