Author Topic: UAC20 vs Gauss  (Read 1461 times)

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Offline Snowball

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Re: UAC20 vs Gauss
« Reply #15 on: March 10, 2010, 12:21:41 AM »
well that's awfully wonky.....unless we're grossly underestimating the remaining Cockpit health.  Hmmm...

Also: Two HGauss rounds wasn't enough to strip the cockpit armor?  What range was that at, cause it should barely take more than 1.  Gotta go dig up the 0.2.0 changelog and see if the devs rebalanced weapons that I didn't notice the first time I read it.
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Re: UAC20 vs Gauss
« Reply #16 on: March 10, 2010, 02:34:38 AM »
I prefer using UAC20s against big, slow, and dumb targets; they never register on anything moving more than 70kph sideways, even I see the explosions. When they do register though, I can kill a mech in only a couple shots.
« Last Edit: March 10, 2010, 02:43:36 AM by Saber15 »

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Offline (TLL)Sky_walker

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Re: UAC20 vs Gauss
« Reply #17 on: March 10, 2010, 06:23:00 PM »
Also: Two HGauss rounds wasn't enough to strip the cockpit armor?  What range was that at, cause it should barely take more than 1.  Gotta go dig up the 0.2.0 changelog and see if the devs rebalanced weapons that I didn't notice the first time I read it.

112 meters.
Just did that today again to confirm the results. Atlas head still lives after 2 Hollander Hgauss hits.

Also note that one of the devs told that Hgauss shouldn't one-shot kill any mech. And this is true - Uller after single Hgaus hit at head from 100 meters has as much percent of health as Atlas after 2 hits. (I tested on uller cause it's easy to hit the head of it).

Finally: Damage from Hgauss spreads to center torso (making it yellow in both cases - uller and atlas) too... for those who didn't know.

Quote
Crunching the numbers on paper is a good time.
Yep, it is, but you won't have them accurate. Never. There are too many factors involved in damage calculation to put it in simple sheet and compare 'just like that' (and THANK YOU DEVs for this one - I hate when games are flattened to the level of math, and it makes me uber-happy that MWLL cannot go this way).

All you will be able to do when Mechlab comes is to test layouts in game - cause that's what counts: Battle effectiveness. Not the DPS you've calculated on paper.
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Offline Askis

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Re: UAC20 vs Gauss
« Reply #18 on: March 10, 2010, 09:17:58 PM »
Also note that one of the devs told that Hgauss shouldn't one-shot kill any mech. And this is true - Uller after single Hgaus hit at head from 100 meters has as much percent of health as Atlas after 2 hits. (I tested on uller cause it's easy to hit the head of it).

Now shoot a Puma in the Rear Armor, see what happens ;) ;D

Offline (TLL)Sky_walker

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Re: UAC20 vs Gauss
« Reply #19 on: March 10, 2010, 11:09:29 PM »
ok, he told that "no mechs cockpit can be taken out by a single heavy gauss shot" - there's a difference... ::)
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Offline MerfMerf

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Re: UAC20 vs Gauss
« Reply #20 on: March 10, 2010, 11:32:07 PM »
Quote from: (TLL)Sky_walker link=topic=8236.msg110936#msg110936


Quote
Crunching the numbers on paper is a good time.
Yep, it is, but you won't have them accurate. Never. There are too many factors involved in damage calculation to put it in simple sheet and compare 'just like that' (and THANK YOU DEVs for this one - I hate when games are flattened to the level of math, and it makes me uber-happy that MWLL cannot go this way).

Errr. I hate to burst your bubble, but of course you can reduce it to numbers. That what is discussed here do not add up simply show you A) Do not have all data and B) You are using a too simple model.

For a given situation there will always be a calc-able best action and every shot fired will have a calc-able damage. What matters in my oppinion is making the player be as much a variable as possible. That leave room for what is usually called "skill" to be developed.

But purely comparing weapon damage for a given situation; of course its doable.

/Merf - invokes the unexplainable non reproducable damage calculation function!

Offline Raz.Creamslop

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Re: UAC20 vs Gauss
« Reply #21 on: March 11, 2010, 01:37:50 AM »
of course you can reduce it to numbers.
/Merf - invokes the unexplainable non reproducable damage calculation function!

:D quite.

Offline Bowrrl

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Re: UAC20 vs Gauss
« Reply #22 on: March 11, 2010, 01:53:36 AM »
You guys should just be happy that the Devs took some "balancing liberties" with the damage. In Battletech, an AC20 does 20 points of damage. More than a normal Gauss Rifle (15) and 80% of the damage of a Heavy Gauss (potential 25). An UAC20 fires two of these beasts.

I for one, am disappointed that I cannot run around in the SCat A throwing out just a bit under two HGauss shots in damage from one weapon.

Offline ~SJ~ Xarg Talasko

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Re: UAC20 vs Gauss
« Reply #23 on: March 11, 2010, 11:33:49 AM »
I've been 1hit killed in the Osiris B by hgauss several times now, from what I'm sure was full/nearly full health.

The AC/UAC20 splash damage really is ridiculous. Anecdotal I know, but when I get an MKII B, especially on marshes, most assaults die to me with - blown out cockpit, deep orange ct, medium to deep orange rt/lt, and often leg/arm damage. This post provides no numbers, sure, but I'm a ct shooter, so try to imagine the kind of carnage those UAC20's are doing to the ct, and all surrounding parts (cockpit, rt, lt, and legs/arms if you're a bit offcentre, not to mention the kill bonus you will frequently get from destroying the cockpit and killing the pilot via ct splash damage).

The new ssrm reload time makes those weapons very formidable compared to before, but I'm sure the AC/UAC20 just plain outdamages them due to the almost stupid amount of splash damage they generate.
Accordingly, they generate a large amount of income, even if you don't get the kill, because you've dealt so much damage across the mech, there isn't really much left for the kill-stealer to destroy.


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Offline (TLL)Sky_walker

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Re: UAC20 vs Gauss
« Reply #24 on: March 11, 2010, 07:56:16 PM »
Yea... good UAC player can generate 200k income without slightest problems in single round.
UACs are currently the best mid-short weapons out there, nothing stands a chance against it, as you don't even have to aim well in order to get some immerse amount of damage (latest battletest: Shooting at the ground next to some pesky light mech when he attacks your MadCat can leg it pretty fast)
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Offline ~SJ~ Xarg Talasko

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Re: UAC20 vs Gauss
« Reply #25 on: March 12, 2010, 07:41:33 AM »
You can also blast BA's with the UAC20 even if they're close, because of the explosion. Technically, you can do the same with ArrowIV, but UAC20 is less likely to take your own legs off. Bet that BA never saw that ArrowIV coming though!


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Offline Profane Arbiter

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Re: UAC20 vs Gauss
« Reply #26 on: March 12, 2010, 04:52:52 PM »
You can also blast BA's with the UAC20 even if they're close, because of the explosion. Technically, you can do the same with ArrowIV, but UAC20 is less likely to take your own legs off. Bet that BA never saw that ArrowIV coming though!

Now that I've never tried, nor has it been done against me. That would definitely be a WTF moment if I was in the process of eating a Catapult with BA.
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Offline ~SJ~ Xarg Talasko

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Re: UAC20 vs Gauss
« Reply #27 on: March 12, 2010, 04:54:59 PM »
I've done it twice now... sure you take a nice amount of damage, but the Catapult has nice fat legs, and the BA just goes SPLAT. Helps to have the ArrowIV on chainfire, and if possible be on a hill with the BA further up the hill than you, or you risk the missile skimming the ground and not exploding.


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