

#41
Posted 21 November 2012 - 02:28 AM
#42
Posted 21 November 2012 - 04:58 AM
#43
Posted 21 November 2012 - 06:24 AM
Alex Steiner Davion, on 21 November 2012 - 02:28 AM, said:
Im doing 700-800 damage with Gauss, ERLaser, LL,LPL combos all the time. UAC 5 is just worth considering in the mix now. It still has limited Ammo as well compared to using a laser set up. Now if they just cool down PPC's we will have a nice mix of weapons to chose from.
For those worried about AC 10 just wait till UAC 10 hits the beat. As we move along in the timeline some new weapons will render many old weapons obsolete or close to obsolete.
All I know is if you plan to stick with IS when Clans show up I will be happy to have UAC and Gauss just the way they are now.
Edited by Xeven, 21 November 2012 - 06:26 AM.
#44
Posted 21 November 2012 - 06:26 AM
#45
Posted 21 November 2012 - 06:30 AM
canned wolf, on 20 November 2012 - 06:39 PM, said:
This is actually how it should work. The extra shot is the result of a double tap of the firing mechanism. Cooldown on any AC weapon is actually a cycle time. If you pull trigger and it double cycles as a result of being a UAC 5 the second round is a freebee for that cycle. I am not saying it is over powered or not just that it is working the way it should work if it were real.
#46
Posted 21 November 2012 - 07:07 AM
EndGame8968, on 20 November 2012 - 03:41 PM, said:
And now, UAC5.
Does this really come as a shock?
This does shock you? I am not surprissed by anything that goes live anymore

Yes, its really stupid when the DPS of the weapons got turned around because of the fire rate. An AC2 that is doing same DPS over longer range as a AC20 is, well, wrong.
AC20 should be the best of the weapons from the ACs in term of damage. The drawback of the weapon was the low ammo. But now its low range and low DPS. And still going nearly the same heat as all other ACs. Really not worth to use it anymore. The fire rate of the UAC is way to high. Same with the AC2.
But after all, the UAC5 is, as well as the Gauss, a tech2 weapon. And have, from canon view a higher value as the standard ACs. But from balance view its deadly.
I am already interessted when the Clans come. SSRM6 with the current system? Deadly

UAC2? Holy rapid fire

Only good we have some time till the Rotary AC is coming. Or worse, the HAG (Hyper Assault Gauss).
#47
Posted 21 November 2012 - 09:19 AM
#48
Posted 21 November 2012 - 09:22 AM

#49
Posted 21 November 2012 - 09:32 AM
#50
Posted 21 November 2012 - 09:37 AM
At least for me I find them very hard to aim at faster moving targets over longer distances (well, maybe I simply suck at aiming balistic weapons over longer distances

But I also found those guns less scary when being exposed to long range UAC5 fire (well, maybe my opponents in this fights sucked at ballistics too

However, those guns need
#51
Posted 21 November 2012 - 02:46 PM
I think the numbers need adjusting though. The shot cooldown should be the same as the AC/5, is it 1.7 seconds? Also jamming should be more punitive. I'd be ok with a 10 second unjam.
#52
Posted 21 November 2012 - 02:49 PM
I'm using it on a Raven 4x and if I can get a couple seconds of back, I can core someone pretty fast (as long as the jams are low).
#54
Posted 21 November 2012 - 03:27 PM
#55
Posted 21 November 2012 - 03:36 PM
Xeven, on 21 November 2012 - 03:27 PM, said:
1) That's 4 guns doing the same dps as 2 *IF* it weren't for the fact that
2) the AC5 has a cooldown of 1.7s and the UAC a cooldown of 1.1 So, 4AC5s != 2 UAC5s
#56
Posted 21 November 2012 - 03:41 PM
#57
Posted 21 November 2012 - 03:46 PM
Gulinborsti, on 21 November 2012 - 09:37 AM, said:
As promised I looked carefully tonight, and because I'm a long range fighter I did have no difference as before the patch.
However I had a shootout tonight where I and an enemy closed head on, that’s where I noticed the reduced cooldown.
How closer you get how faster you fire, I also noticed that right on top on my enemy it was almost like a machine gun (and then I my ammo was depleted).
Edited by SpoonFox, 21 November 2012 - 03:47 PM.
#58
Posted 21 November 2012 - 05:07 PM
It makes is viable and now we see less gauss and laserboats both of which require a lot less skill and are just as effective
PPC's need a good boost though
#59
Posted 21 November 2012 - 05:12 PM
That being said, there is a problem, and that is the discrepency between the cooldown of the UAC5 and the regular old AC5. The Ultra is supposed to have the potential to fire twice as fast as the AC5... but it currently fires THREE TIMES as fast (before the jam, of course). The cooldown of either gun needs adjusting.
I really believe that these guns should have the SAME cooldown.
You could lower/increase the cooldown of both guns to something like 1.25 and give the Ultra a consistent unjam time of 5 seconds.
This increases the usfulness of the AC5, balances the power of the Ultra, and creates consistency in the game.
Additionally, you could add small factors into the Ultra AC5 on top of this, for game balance, or just for flavor. Such as the second shot in the cycle creating more heat than the first shot/the second shot has a shorter range (450 m) etc.
I do not, however, think that the second shot should reset the cool-down. I believe that mechanic feels wonky and leads to what is essentially an even better AC10. What I do believe is that the pause inbetween shots needs to be spaced enough to prevent abuse. Spacing the individual shots far enough apart creates a more consistent fire stream and prevents "spikes" in dps. So, for instance, you can fire two shots within the span of 1.25 seconds, but no two shots can be closer than .5 seconds from eachother.
#60
Posted 21 November 2012 - 05:34 PM
....always those whiners ....
Edited by Taron, 21 November 2012 - 05:38 PM.
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