Heavy Gaus: 25, 20, 10 (depending on distance)
UAC20: 2x20
Sure, but if I understand CBT rules correctly the UAC20 could very well hit two different components and deal 20 damage to each, while the HGR at short range is doing 25 damage to one component no matter what. I guess what does more damage in that sort of situation is kind of subjective. 40 points is more overall but I'd imagine there'd be cases where you'd rather have 25 in one spot.
And an UAC20 simply doesn't win any engagement vs any other combination of weapons. My millage seems to vary a great deal from yours. I didn't experience much trouble in fighting UAC20 assets with non UAC20 assets....
I said short range engagement, not any engagement. I exaggerated a little when I said no matter what, but what I'm seeing ingame is that in a great deal of cases a U/AC20 mech or demolisher can go into a close range brawl pretty heavily damaged and still come out on top a lot of the time simply because the large autocannons don't just do more damage than everything else, but do really quite a lot more. I can accept that an undamaged 2xUAC20 mech fighting pretty anything else at under 350 metres should probably win pretty much all the time, but damaged is a different story. It just seems to me that unless the UAC20 mech's CT is already red before the short range engagement begins, the other mech has a pretty slim chance of winning despite the huge head start. This makes it really hard for other mechs to compete in some of the maps because they have to practically kill the thing before it even makes it within range, which just isn't an option a lot of the time.
Did you actually read what I posted ?
Yes.
And yes gameplay > purity is clearly the path the devs take. But that doesn't negate any point I made.
Well it means that U/AC20s don't have to do any particular amount of damage ingame just because CBT or the lore says it does. Stuff like that sets the very broad parameters, but it doesn't mean that in this particular situation damage couldn't go down a little if doing so would improve gameplay.
Look, I said that I think damage needed to go down and explained why I thought that, but I never said how much. You yourself said that a little bit less might be appropriate, and a little bit might be enough. The only way to know is to try it.
If I wasn't entirely civil I'm sorry (to everyone) but I do get annoyed when people argue that something isn't unbalanced simply by listing off a couple of drawbacks as though that makes them right by default. Also when people deliberately misinterpret what I'm saying. Both of those tricks don't advance the debate at all and are more about point scoring and slagging the other person off than being constructive.
Anyone failing to stay at range of a UAC20 or worse multiple UAC20s gets what they deserve. I'm glad the devs have largely ignored this thread as most of these replies come off as "I got killed by this too many times, so nerf it."
Yeah this is another stellar example of exactly what I'm talking about.
This pretty much sums my opinion on current (U)AC balance. It is definitely is subject to change in the future, but I don't think (U)ACs are as seriously OP as some people in this thread think.
Map design has a lot to do with it, sure, but as much as I'd like to see most maps made much more open I'm not sure if we can reasonably expect sweeping map changes just because two weapons do too much damage. And if that isn't going to happen, a damage nerf of some degree or another is probably needed.