From the last project update: So if I understand correctly: - DPS nerf from 3.8 to 3 (-21%) - range nerf??? (I'm not sure of what I read tbh, it's so absurd) :unsure: I'm not saying AC/2 is not powerful. We all know it is. My problem is the meta is not and never was about DPS weapons, but about high alpha pin-point weapons. It seams pretty absurd to drastically nerf a weapon that is not even outrageously "meta". They want us to boat PPCs and AC/5s or what? AC/2 is a suppressing and DPS weapon that requires to expose yourself for a prolonged period of time in order to deal damage. In those time of poptart and heavy lurm, this should be rewarded. More than that, it requires to aim constantly in order not to spread the damage. It of course depends on he pilot skills, but the useful DPS (on the critical component) will always be lower than the theoretical DPS. Thus there is no point on comparing DPS for AC/2 and AC/20 as straight numbers, without considering the dispersion and the skill required to limit it. Also, the AC/2 is by far the AC with the highest heat per damage ratio (.05, when it's 0.2 for the AC/5 and 0.3 for AC/10 and 20). This limits the sustainable DPS of the weapon or restricts the mech building. I raised the point on multiple times when talking about AC/2+AC/5 combos, in certain situations AC/2 is actually heavier than AC/5 because of the DHS it requires. The heat drawback should be taken in account too. In a word: :angry: That being said, there is still the hope it's a typical PGI balance tweak, just like the LRMs recently: gamebreaking and followed the weak after by a "we were wrong, here is the counter tweak". (once is OK, but if systematized it is pretty disrespectful)
Imo the devs just want to alter the game every now and then in a way that the player needs to adapt, changing loadout, try unused weaponry, create more "excitement" without actually adding anything substantial (CW, maps etc). Players then either like it or don't but either way it still creates some kind of attention to the product/game itself. I'm using the AC/7 extensively and usually on builds that are rather heat efficient (45%+) without ACs and adding AC/7 then leaves you with comparably more firepower, read higher DPS, without adding additional heatsinks. At least works for me and saves me 2 tons on a build compared to dual AC/5. Though being a dedicated AC user myself, I think the pinpoint damage they provide on range is too high. Implementing inaccuracy system wise, e.g. you shoot and the bullet does not hit where you were aiming, could be hardly justified to the players (me included). Taking a look back to MW3 the autocannons fired bursts of 5 rounds and while moving a considerable amount of bullets spread the damage or even missed. So it would create a damage spread which I think is desired and it creates a better light show in the game. Although this, let's call it solution, probably won't be considered or implemented or maybe even improved by PGI, it would pose a legit alternative mechanic for ACs in MWO ... which might be a pity.
What I think, tweaking for the sake of changing things around a bit. I don't think AC2 requires nerfing though, it is definitely not powerful It is useful in combo with other weapons, but that is about it. If I want to boat I would do it with AC5. Fact is, whenever there is a build system of anykind THERE IS NO WAY IN HELL TO STOP META BUILDS. A new one will always rise up in glory. Viva La Min/Max. It is just how things are. We are here to pilot powerful mech and kill stuff. Don't try to take away every feel of dakka out of the game.
All ACs just need their falloff ranges changed from 3x to 2.5x or 2x. Problem solved, applied DPS would go down, and AC/2 nerf unnecessary. I'm pretty sure Paul never plays the game.
If you're correct, well, this is so stupid I just can't think of anything else than "OMFG this is just so stupid!". What pinpoint damage? 2+2+2+2+2 is not pinpoint. PS (kinda out of topic but funny): It's interesting to see, while for me AC/2+AC/5 is a modification of multiple AC/2s in order to reduce heat and requirement of DHS, for you it's a modification of multiple AC/5s in order to increase DPS and save tonnage (without increasing heat as long as the 10 required DHS are not saturated)... I guess everybody plays differently.
I know I'm a bit of a positive mech bunny but read the changes earlier and went... huh. Not surprised at the cooldown increase as they were both weapons I've harvested a lot of kills with. The range drop on AC 2's rather baffles me though.
I do admit that I'm getting higher-than-usual results in my AC2 boat SHD-2H and of course the AC5s have the poptart meta going for them but I'm doing well enough boating 2 of them in a Shadowhawk 5M with a few medium lasers. However, I suspect that most of it also has to do with the Shadowhawk being an exceptionally well-rounded mech. Range nerf on AC2s is outright stupid, completely breaks the pattern and to keep them at target with all the fast firing wasn't easy anyway. the AC5s are much deadlier and give you a much better time to aim at range. Then again, I actually play with my AC2s in 500 m anyway so I probably won't feel the range nerf that much. I also don't see why the AC2s need such a heavy DPS decrease. They're already extremely hot for a ballistic weapon which is what limits their effectiveness enough over AC5s. This cooldown nerf will do nothing against poptart builds and only reduce effectiveness of sustained damage ballistics boats, which were already heavily countered by poptarts and LRMs because they can easily take cover and still fire at you. The only thing that makes these builds work actually I think is BECAUSE they're so incredibly sustained at dealing heavy damage over things such as LRM and energy boats. Nerf that and the complete viability of the build type is gone. And lets not forget that one of the main reasons we started boating these ACs was because of the ghost heat making large energy weapons useless in a large group. Before that 6LL and 6PPC builds reigned. About ghost heat: AC20s and PPCs were really the only big issue. Increase recoil on those weapons (maybe a short system overload for PPCs so you can't fire other weapons and/or charge more than 2 PPCs) and we wouldn't need it. The big problem is that poptart is just nigh impossible to nerf while keeping it viable (making it unviable would release the gates of hell once again on their forums). Jumpjet nerf for larger mechs was a step in the right direction but focused too much on turning rate which is not used anyway in that situation. So far we've had a hill climbing nerf that made it harder for non-jumpjets mechs to poptart over a hill, a JJ shake which is ineffective because you still get perfect aim when falling down, and charge up on the gauss, which you can simply charge beforehand and still snipe easily with. In order to actually nerf these types of loadouts we need a slow sway on aim when falling down (dus to zero-G from falling) and/or more falling damage so you're forced to keep some JJ fuel and range left to slow down when dropping down.
Only thing is ... plenty of scope to do the same builds w/o JJ's its just the get back into cover fast option is lost. *Points at his Firebrand with dual AC5/PPC* Its an effective build that I stole from you in fact after watching your JM6-A video so fairly sure you know what I mean.
That is true, but its effectiveness is highly multiplied by jump sniping. As you've seen in my video as well: once people started noticing me i got VERY banged up. in a poptart you don't have that fear. you can still fire while they can't fire at you.
One thing that caught my eye - they lengthened the cooldown on the AC/2 cycle. Do you think that will fix the bizarre Ghost Heat bug* that it has when rapid firing it? *PGI support apparently calls it WAI.
Reason why DPS is bad, compared to pinpoint front/alpha, is twofold - the main reason being that the game plays slow, and the second reason being that armor is not efficient. Basically what I'm saying is that if you are unable to pinpoint damage consistently in this game, it's probably not for you because in truth, it is the easiest aspect of the game to master, easier than developing solid awareness or proper positioning/tactics. Nothing moves too fast in this game, the targets are large, and 1 shots exist because armor sucks and the BT laws allow it. BT law has a lot to do with why this game isn't as good as it should be - possibly more hurtful than helpful from a true balance/fairness in competition standpoint. The designers have noticeably flip-flopped with regards to their philosophical approach towards these issues, as seen through the buff and subsequent nerf of DPS-intrinsic wep systems, such as the AC/2. Things like heat, RoF, range, camera shake etc being auxillary approaches towards a pragmatic solution, of course. Anyways all I'm really saying is - serious square peg round hole problem that I never personally saw any hope for them fixing, and am cynical about in the future as well. Bottom line is, the way this game is set up, anyone not using pinpoint is just having fun and not trying to dominate (which is perfectly fine).
It's not a bug. It's a side effect of how heat penalty was conceived. PGI are well aware of it and stated they won't change it. But to answer the question, yes, if AC/2's cooldown becomes superior enough to 0.5s you will be able to stagger the shots without triggering a heat penalty loop.
Not sure how effective that stagger will be though. Besides, the only reason it worked is beause they fired so fast that they would now be in heat penalty loop. 3.85 DPS > 3.00 DPS means that the cooldown will become ~0.67 seconds. Ghostheat kicks in at faster than ('fast fire skill' x 0.5 =) 0.45 sec so even if you have only 2 AC2s (or 2 groups of AC2s), the time the fire both with chain- or macro firing will get a CD of 0.9 seconds, so you're basically nerfing your damage output with around 40% compared to groupfiring your ACs.
I'm talking about triggering the second shot at approximately 0.1s after the first, so when the first gun is reloaded (0.57s after the second) the penalty cooldown is over. There's no DPS loss since both guns are shot at their max RoF (the best is to use a macro to stagger the second shot and then keep the "alpha" key to continue the shots). 0s - cannon 1 0.1s - cannon 2 0.67s - cannon 1
I guess the easiest way to recognize the change is in the 2AC5+2AC2 Banshee. I'm assuming the only difference in this patch for that build is that I won't run out of ammo as quickly Also for those EVA fans... original picture: http://www.wallpaperhi.com/thumbnails/detail/20130422/neon%20genesis%20evangelion_www.wallpaperhi.com_92.jpg
I don't care about the shorter max range. Imo they should have taken away the Ghostheat on the AC2 just to justify the DPS nerf. Having both is really a pain now.