Ac/2 Vs Ultra Ac/5 (Ctf-4X)
#1
Posted 10 February 2013 - 03:38 AM
Which are better for CTF-4X build? 2x AC/5 and 2x Ultra or 4x AC/2 and why?
#2
Posted 10 February 2013 - 03:52 AM
Edited by Scarface1978, 10 February 2013 - 03:52 AM.
#3
Posted 10 February 2013 - 04:14 AM
Ie, if you only see an enemy for a brief period before he hides or moves, the 5s will give you more damage.
you could also try 2 ultra5s and 2 sc2s
#4
Posted 10 February 2013 - 05:53 AM
This is an excellent resource: http://mwowiki.org/w...e:Weapons_Table
If you fire a UAC5 outside its cycle time it won't jam, so learn to time it well or chain fire them and get lucky, and you can be firing every 1.1 seconds or so. As compared to the UAC20's 4 second recycle time and 20 damage.
The UAC/5 will make the cockpit shake more and make a scarier noise, because you're hitting on a spread out area 4 times in 4.4 seconds. But it won't focus the damage like the AC/20 will. It will do 20 damage in 4.4 seconds to a wider area, as compared to the AC/20's 20 damage in 4 seconds. At 5 tons less weight and half the slots, and 1/6th(!) as much heat, and OVER TWICE the maximum range, the UAC/5 is just plain better - except of course because it is a low damage close engagement weapon despite its optimal range, the UAC5 is more suited to close up rapid punching while the AC20 is better for headshots/cockpit shots owing to high focused single shot damage.
Point is, use the table and run comparisons. The fact you were wondering whether UAC/5 beat AC/2 makes me think you were severely underestimating it.
Edited by Raeft, 10 February 2013 - 05:54 AM.
#5
Posted 11 February 2013 - 05:26 AM
#6
Posted 11 February 2013 - 06:07 AM
That way you can take back up lazers and a good sized engine to the fight
#7
Posted 11 February 2013 - 06:44 AM
While the Ultra 5 ... does more dmg theoreticaly- you have less amunition per ton. so you run when weapon does not jam out of ammunition really fast.
Even if you spend lots of time o train - that the weapon does not jam - it will jam in the moment you need it most.
The AC 2 - runs really hot on the other hand for dual Ultra 5 you can use 3 AC 2. but don't use it in chain fire, and hopefully you have allready the pinpoint skill.
Thats why i would favor the single AC 2 and dual AC 5...least on have a excellent ammunition burn rate - and will not jam...for the costs of some dps.
the AC 2 however is for walking fire...when ever you are not sure if you are able to hit a target...just spent some AC 2 rounds...then you open up with the AC 5s.
You can do the same with Ultras of course, but they will jam...believe me,
next problem with the high RoF of Ultra 5s...you stop to aim carefullly - the high RoF makes it easy to forget about aiming skills...so you will need tons of ammunition...for those hungry beasts.
...i said it twice, here comes the third...those Ultra 5s will betray you - when you need them most.
Edited by Karl Streiger, 11 February 2013 - 06:46 AM.
#8
Posted 11 February 2013 - 06:46 AM
1) The triple UAC5 ilya. That thing is a monster, the sustained rate of fire is very staggering and nearly impossible to return effective fire onto due to screen juggle. Plus it hits like a truck.
2) The 4xAC2 cataphract piloted by someone who understands how to use chain fire correctly. You'll know it because it sounds like a friggin minigun. To this day I still remember standing in terror for a second until I realized it was coming from the guy next to me.
#9
Posted 11 February 2013 - 07:06 AM
#10
Posted 11 February 2013 - 07:50 AM
I was previously running a 4x AC2, but have switched to a 4x AC5 variant instead. I've seen a slight drop in my damage per round (300 to 260, standard deviations of 135 each). But I've noticed an uptick in my kills and component damages (my kdr is inching up). It could be that I'm just getting better, but I think using AC5s in alpha strikes has been helping with the kills. The focus fire 20 dmg from the 4x AC5 gets yields me more kills than the 4x AC2. Likely due to the AC2 damage getting spread around (using 2 sets of group fire for maximum rate of fire, don't chain fire AC2).
Edited by Soda Popinsky, 11 February 2013 - 09:06 AM.
#11
Posted 11 February 2013 - 08:01 AM
#12
Posted 11 February 2013 - 08:41 AM
The quad AC5 build is an AC20 that can fire every 1.6 seconds. Standard AC20s fire once every 4 seconds. This is -terrifying-. You have better DPS than the dreaded KC20 with none of the ammo concerns and 500+ meters of effective range. In return, you're slow, vulnerable, and easy to hit. It's still the best build for the CTF-4X.
#13
Posted 11 February 2013 - 08:43 AM
#14
Posted 11 February 2013 - 09:47 AM
The AC2's are for suppressing fire, when you can see them on thermals and just want to $%@* with their running about advancing behavior. Save the Ultra's for when you can see the whites of their eyes (or some electronic equivalent).
Quad UAC5 Jagermech, anyone? Oh yes, it will be mine...
#15
Posted 11 February 2013 - 10:45 AM
You guys all do about the same damage my spider mech with 3 medium pulse lasers does in a 5 minute match.
Lots of <3 to you ballistic boys! Yo.
#16
Posted 11 February 2013 - 12:09 PM
Of course nobody expects to compete with your pulse Spider... you are just way too good for us.
It all depends on what you are trying to do. The DakkaPhract does only a little more damage than my laser Cicada, but it does it all from OVER A QUARTER MILE AWAY. It's a great team tool for disrupting enemy LRMs and snipers, and covering the advance of the *real* mechwarriors running close-range builds.
Edited by Kingdok, 11 February 2013 - 12:14 PM.
#17
Posted 11 February 2013 - 12:24 PM
Edited by Josef Nader, 11 February 2013 - 12:24 PM.
#18
Posted 11 February 2013 - 05:29 PM
#19
Posted 11 February 2013 - 05:40 PM
#20
Posted 11 February 2013 - 05:43 PM
Quad AC5! >
XL 255 for the record, i have the engine in a seperate mech atm.
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