

Ac2 Bull*** Is Getting Out Of Hand ! Fix / Nerf Asap.
#101
Posted 15 November 2012 - 10:17 AM
#102
Posted 15 November 2012 - 10:27 AM
#103
Posted 15 November 2012 - 10:27 AM
Scytale, on 14 November 2012 - 08:08 PM, said:
Having tried it for some time, however, I've decided it's not my style; it takes a certain demeanour to use these things =P
It takes practice and mental application of physics. Think Tribes: Ascend. I have lights that look at me weird all the time when I'm circle strafing and hitting them with AC2's at close range.

You can see their tactics change drastically when it happens.
#104
Posted 15 November 2012 - 10:45 AM
The key is accurate return fire. Being able to land your shots into the targets vital areas. I'm a great shot and I have good fire discipline; but an AC/2 rocking my Atlas back and forth does make it more difficult for me to single out an area for my fire. And if I get a target pinned under my AC/2's, I find his return fire is not nearly as accurate.
The AC/2 is not overpowered. But I find the impulse of the round to be silly. It should not be rocking targets that much. And certainly not the same per round as an AC/20! Reduce this, and you will see the number of AC/2s on the field drop substantially.
#105
Posted 15 November 2012 - 10:46 AM
It isn't the easiest thing in the world to continue to drop rounds on a moving target, but it is certainly possible with practice and skill.
On our private boards we have a couple of discussion threads about what happens when several mechs on our team all focus fire their 2-3 AC/2 mechs at the same target.
The focused DPS is quite impressive.
Ballistic weapons are supposed to be powerful.
They are offset by limitations on ammo, significant heat generation, are somewhat weak from a crit/HP perspective, and by extension, lend themselves to being disabled.
Personally, I'm a huge fan of UAC/5 and AC/20.
I have a couple dual/3x AC/2 builds, I just don't run them as much.
Having said that, taking my harassing Dragon out for a spin is always good fun as part of our organized group where I would naturally fall into a support role with that mech.
There are counters to these weapons and their tactics, you just need to figure out what they are.
Crying for a nerf isn't the solution though.....
Edited by Gunny McDuck, 15 November 2012 - 10:49 AM.
#106
Posted 15 November 2012 - 10:58 AM
#107
Posted 15 November 2012 - 10:58 AM
Dakkath, on 15 November 2012 - 08:46 AM, said:
The cockpit shake should be determined by the location of the hit, and how large the caliber is.
An AC/2 rocking an Atlas so that they are "perma-stunned" is kind of dumb. Now dual AC/20's I can understand.
I can support that. There should be some knock with all the ballistics, but it only makes sense that the force should be relative to round - if only in the interest of giving the game more variety.
MustrumRidcully, on 15 November 2012 - 09:15 AM, said:
Irrelevant is too strong of a word, though given my condescending comments about MMOs, I can see where that may have been unintentionally implied. On the other hand, I don't think it's nearly so useful in the context of MW:O as to warrant using it as a sole basis to compare two weapons in relative power. Conversations like this often leave out Dmg/Ammo or intangible/non-numeric attributes of weapons. IMO more relevant to MW:O than straight DPS. Though one way to look at lasers is that their DMG/Ammo value is some function of DPS and match time, which a better mathematician than I could express as an equation.
#108
Posted 15 November 2012 - 11:12 AM
TruePoindexter, on 15 November 2012 - 10:58 AM, said:
This more or less sums it up. They're good at ******* off Gaussapults and Assaults, but they're still not that great for actually killing things and they suck against anything that moves too quickly for you to keep a continual stream on them.
#109
Posted 15 November 2012 - 11:15 AM
WarZ, on 14 November 2012 - 07:57 PM, said:
The cockpit shake BS from a small AC2 is what makes it the most stupid.
Quit standing still. AC/2s are one of the most balanced weapons in the game. They have a very fair heat/damage/tonnage ratio, and they're hard to use against moving targets. Don't whine.
#110
Posted 15 November 2012 - 11:35 AM
I have my reasons for liking the weapon but I will mention the drawbacks.
- Heat - the AC/2 generates a surprising amount.
- Short Cooldown - You need to be on target every second or you are losing DPS, this is not an AC/20 where you can make a drastic movement adjustment while your weapon is on cooldown.
- Damage Spread - Unless your opponent is stationary (sometimes they are :-) ) it's hard to do serious damage with the AC.
- Ammo - You need at least 2/3 ton of ammo per AC/2 or it loses all utility to supress people as you don't have the ammo to spare.
#111
Posted 15 November 2012 - 11:44 AM
Gunny McDuck, on 15 November 2012 - 10:46 AM, said:
Keeping your guns on target is definitly an issue. I don't think I would like torso mounted AC/2s nearly as much as arm mounted ones.
#112
Posted 15 November 2012 - 01:46 PM
Mr 144, on 14 November 2012 - 08:47 PM, said:
Without resorting to the L2P crowd, your targeting reticule does not move during all that shaking. It's the 'perception' of imminent danger that you're seeing. Learn to control your panick, act accordingly to remove yourself from there direct line of fire, flank them, and enjoy success. Get use to it now, while they're not doing scary damage, because the JaggerMech will double-up the damage potential you're presently seeing.
Every Mech 'head' has 18 armor, and 15 internal...making a headshot take 33 damage. Divisible by the 2dmg an AC/2 round produces, this would mean 17 consecutive shots (barring criticals). To be fair, two AC/2's chain fired, would take just over 4 seconds (~3secs for 3x, and 2secs for the quad Jagger). Headshotting is not the forte' of the AC/2 builds...psychological warfare is....and it obviously works.
This is why a dual gauss (30dmg) cannot one-shot you without a crit, but a 1x gauss + 2x PPC (35dmg) can.
Mr 144
I learned something new today.
#113
Posted 15 November 2012 - 01:56 PM
#114
Posted 15 November 2012 - 01:58 PM

Poor gausscats.....
2 AC's in weapon group 1
2 AC2's in weapon group 2
Chainfire them
...
SUCCES!
#115
Posted 15 November 2012 - 02:04 PM
#116
Posted 15 November 2012 - 02:14 PM
Hikaru Shizuka, on 15 November 2012 - 02:04 PM, said:
Troll much?
MC only, for a gun?
So after all the stuff that has gone on in these forums, negatively comparing MWO to WOT.....
Do you really expect anyone to honestly believe you when you say you "heard it from a dev" that PGI was going to create a "golden gun" that would fully enshrine the P2W philosophy?
I call shenanigans......
Edited by Gunny McDuck, 15 November 2012 - 02:14 PM.
#117
Posted 15 November 2012 - 02:17 PM
Why dont you run a dual AC/2 build for a while and see just how 'powerful' it is?
#118
Posted 15 November 2012 - 02:22 PM
For the TL/DR crowd it's a Hunchback 4G with Gauss, AC2, and MPL.
#119
Posted 15 November 2012 - 02:31 PM
It'll look pretty funny running around once the arms get torn off.
#120
Posted 15 November 2012 - 02:34 PM
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