I know they increased the recycle time on the AC2 to make them better, but it has gone a bit overboard, to the point the AC runs hotter than the vast majority of lasers and is one of the highest damage per second weapons in the game. Which just feels backward thematically.
It also removes the weapons usefulness for a certain niche... the ability to continue to do damage while you running hot, slowing down how fast you cool off, but letting you keep fighting as you cool. That was always kinda the point of AC's, it was like weapons with personal heatsinks built in. Sure they might not be heat neutral, but they were low heat options for the amount of damage they did. This made them feel unique and distinctive from the lasers, even when the lasers we blasts and not Beams in past games. That flavor is lost when the AC just becomes a supper machine-gun that builds heat way faster than you can deal with it (20 heatsinks just to make 1 heat neutral).
The knock effect is largely a problem
because it happens sooo much sooo fast (no one complained about it back when the weapon was slower). So reducing the weapons speed would help with this, as well as the heat problems it creates. The knock effect would be much more interesting, dynamic and 'thinking' weapon if it had a long enough cooldown to where you were timing your shots to try and disrupt incoming fire rather than just holding down the button knowing you foe couldn't respond for as long as you have ammo.
The Ultra AC 5 Jams for a reason. what about the
RAC (the one that is SUPPOSED to fire a constant stream of AC 2 bullets, SIX TIMES faster than the Ac2 but be supper prone to jamming and cause a lot of heat for 2 tons more)? If it sticks to lore that would be doing 24 DPS and 12 HPS O_o. If this is the normal AC2 what do you make the
Ultra AC 2? 8dps, 4 HPS?
They would outclass everything! Even the rest of the teir 2 tech couldn't stand up to that, sure Ultra AC20's might be scary but good luck getting one into range or hitting with it when for a fraction of the weight you can core an Atlas in seconds, while making it impossible for him to move, or even tell what the heck is going on. Sure theses weapons may be literally years away (3057) for IS, but the Clans arrive with them. There is NO room to create these weapons as distinctive from the AC2 when it exits as it does now.
The future balance or introducing new and distinctive weapons requires the AC2 have a longer cooldown.
Can you imagine what the stock Jaggermech would be like if it was added with weapons the way they are right now? 2x AC2, 2xAc 5, 2 medium lasers... and lore wise this is a mech that's supposed to be able for fire all of it's weapons while standing still and not generate any heat... it current form it would core mech and overheat both in a matter of seconds.
At the rates were dealing with even very small changes might make a large difference, it might feel much better at even 0.6 (3.3 dps, 1.6 HPS), or 0.75 (2.6 dps, 1.3 HPS), who knows until it's tested but maybe it needs to go all the way back up to 1 sec (2 dps, 1 hps) to feel right. I for one push for jumping it all the way back up to 1 second, making it a moderate damage per second, long range, low heat weapon it was meant to be, When Ultra AC 2 are introduced they would then be close to what the AC2 is now, but at the risk of jaming... and with a pause, double rock, pauses tempo that makes it more possible for intelligent play on both the part of the one firing the weapon and being hit by it.. But right now the weapon simply shoots too fast for the good of game balance. Both because it means there is no longer a moderate weight low heat weapon and because at the current speed it's DPS plus constant knockback combine to keep foes helpless while they lose a tremendous amount of armor very quickly, even at long enough ranges where many weapons are unable to engage yet.
Edited by Kreisel, 22 November 2012 - 10:52 PM.