Ac 20 Buff Discussion
#21
Posted 11 February 2013 - 05:12 PM
Also, I don't think asking for 8 rounds per ton instead of 7 is too much.
#22
Posted 11 February 2013 - 05:22 PM
unfortunately what i want would take lots of 3D modeling work and testing.
#23
Posted 11 February 2013 - 05:34 PM
More health, gets destroyed ridiculously easy, it is encased in a large armoured box so should take a lot more damage.
Less heat, it should barely effect heat levels, the lack of ammo, size and weight already balance out the damage rate.
More ammo.
Maybe a little more damage but more impact effect would be just as good.
Edited by Fiachdubh, 11 February 2013 - 05:35 PM.
#24
Posted 11 February 2013 - 05:47 PM
What it really needs is increased durability as precedessors spotted.Now it's fragile like glass,and that is not acceptable for a brawl weapon.
But PGI was talking something if I recall correctly all items' health will be revieved and tweaked.
#25
Posted 11 February 2013 - 07:15 PM
Making it stronger would mean making the UAC20 just as strong and the Clan UAC20 it's equivalent in terms of firepower, minus crits and tonnage.
I like the idea of adding an extra round or 2 should suffice.
If u wanted more powah, wait for the Anni and throw 4 AC20's on it if u can fit all that. Then the whines will still continue even after that beast arrives and vise versa.
#26
Posted 11 February 2013 - 08:59 PM
#27
Posted 11 February 2013 - 09:16 PM
I'm a Hunchback pilot. Not fun to have your big gun disabled with 90% of your ammunition sitting there unused...
#28
Posted 11 February 2013 - 09:20 PM
#29
Posted 12 February 2013 - 12:17 AM
#30
Posted 12 February 2013 - 01:48 AM
And of course there are allready existing rules for that
#31
Posted 12 February 2013 - 04:33 AM
Edited by Angelos Sanguinum, 12 February 2013 - 05:42 AM.
#32
Posted 12 February 2013 - 05:20 AM
It's mostly fine, but I can drop 6 AC/20 rounds into the face of an Atlas from 50m away, and then have him kill me. Even if it didn't hit the face, shouldn't 120 damage in one spot take out something?
Obviously, it's not all in one spot.
#33
Posted 12 February 2013 - 06:01 AM
Codejack, on 12 February 2013 - 05:20 AM, said:
It's mostly fine, but I can drop 6 AC/20 rounds into the face of an Atlas from 50m away, and then have him kill me. Even if it didn't hit the face, shouldn't 120 damage in one spot take out something?
Obviously, it's not all in one spot.
+1 this.
#34
Posted 12 February 2013 - 08:04 AM
CG Oglethorpe Kerensky, on 11 February 2013 - 09:07 AM, said:
"My dual AC/20 cat loses its autocannons when i get wrecked and I don't like it. So I am going to make a poll..."
I have a suggestion, put 2 tons of AC ammo in the empty two slots so that those get hit sometimes instead of the AC
Actually, that is just about the only build I have that uses AC20s that doesn't lose them .. the K2 should not have giant ballistic weapons in the side torso machine gun slots ... period ... (I use them, and the K2 should be allowed to have them, but put them (and the MGs) on the arms so they can be blown off like they should.
However, when I run a Hunchback, Atlas, Dragon or Cataphract with an AC20 (don't own a YLW), the AC/20 pops very early in the fight ... long before its torso location goes out. I get that it has a lot of crit slots, but it is for all intents and purposes no more hardy than a GR. Once your armor is gone, 10 damage will destroy the AC20 ... most things do that much in 1 hit ... possibly 2 and ... and since most of the things that can't pop it in one shot are boated it makes no difference. Further, since you almost never miss the AC20's crit slots it is disabled almost every time.
Edited by Strig, 12 February 2013 - 08:09 AM.
#35
Posted 12 February 2013 - 10:40 AM
Codejack, on 12 February 2013 - 05:20 AM, said:
It's mostly fine, but I can drop 6 AC/20 rounds into the face of an Atlas from 50m away, and then have him kill me. Even if it didn't hit the face, shouldn't 120 damage in one spot take out something?
Obviously, it's not all in one spot.
actually 120 damage on CT of an altas might not kill it. my current atlas has more than 100 armor on the front CT without removing any from the rear armor.
#36
Posted 12 February 2013 - 10:43 AM
Mazgazine1, on 11 February 2013 - 08:59 PM, said:
Almost every Ballistic weapon has 150 damage/ton except the AC20 which is currently at 140 (7x20).
Sadly adding another shell would make it @160 and the QQing of OP'ness would be deafening.
If any QQ'ing about more ammo/t for a Ballistics weapon is to be done, then ask for it on behalf of the UAC5, which is only running only 125 damage/ton (5x25).
P.S. The MG does +/-50% (@.04x2k)
#37
Posted 12 February 2013 - 10:47 AM
#38
Posted 12 February 2013 - 11:02 AM
blinkin, on 12 February 2013 - 10:40 AM, said:
well to kill an atlas you need to do something above 60 dmg to internals and then depends on armor value which depends on pilot prefference... but i doubt that anyone has less than 80 in front armor so i say 120 is totally insufficient dmg to kill an atlas
as for buffing this... i cant imagine the whine on K2 or any incoming mech able to mount 2 or more of these babies
so no to buff and no to nerf ac20 is fine the way it is
#39
Posted 12 February 2013 - 12:00 PM
#40
Posted 12 February 2013 - 12:13 PM
sC4r, on 12 February 2013 - 11:02 AM, said:
well to kill an atlas you need to do something above 60 dmg to internals and then depends on armor value which depends on pilot prefference... but i doubt that anyone has less than 80 in front armor so i say 120 is totally insufficient dmg to kill an atlas
as for buffing this... i cant imagine the whine on K2 or any incoming mech able to mount 2 or more of these babies
so no to buff and no to nerf ac20 is fine the way it is
did not know the exact stats but i was pretty sure atlas had more than 20 structure in the CT.
as it is most k2 can easily kill a light mech with one accurate shot out to 270m. srm can hit out to 270m but at that range even with artemis the spread is such that many missiles will miss and the ones that do hit will be spread over the whole mech. the AC20 requires skill to use effectively in many cases but it is far from under powered.
i would like to see slightly more ammo per ton and also have them properly displayed in game. k2 should have massive cannons sticking out of cheaks so people can easily know where to aim like they already do on atlas.
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