Difference between revisions of "Ultra AutoCannons"

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m (Usage: fixx)
(Weapon Stats: table style update)
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<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
{| class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto; white-space:nowrap; border-spacing:0px; border-collapse:separate;"
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{| class= "sortable hoverTable statTable stickyCol"
|- style="text-align:center; height:70px; white-space:normal"
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|- style="height:70px;"
 
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
 
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
 
! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage -->
 
! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage -->
 
! data-sort-type="number" style="width: 70px" | '''Dmg Drop<br>Range'''
 
! data-sort-type="number" style="width: 70px" | '''Dmg Drop<br>Range'''
 
! data-sort-type="number" style="width: 70px" | '''Dmg Drop<br>/m'''
 
! data-sort-type="number" style="width: 70px" | '''Dmg Drop<br>/m'''
! style="width: 80px" | '''Hit Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
+
! data-sort-type="number" style="width: 80px" | '''Hit Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
! style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
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! data-sort-type="number" style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
 
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''
 
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''
 
! data-sort-type="number" style="width: 100px" | '''Splash Radius'''
 
! data-sort-type="number" style="width: 100px" | '''Splash Radius'''
 
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
 
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
! style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)-->
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! data-sort-type="number" style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)-->
! style="width: 70px" | '''Burst<br>[[DPS]]''' <!-- average max burst DPS against assets (mechs,tanks,hovers,asf,vtol)-->
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! data-sort-type="number" style="width: 70px" | '''Burst<br>[[DPS]]''' <!-- average max burst DPS against assets (mechs,tanks,hovers,asf,vtol)-->
! style="width: 70px" | '''Speed<br>(m/s)'''
+
! data-sort-type="number" style="width: 70px" | '''Speed<br>(m/s)'''
! style="width: 70px" | '''[[Heat]]<br>/Shot'''
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! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot'''
 
! data-sort-type="number" style="width: 70px" | '''Cooldown<br>Time''' <!-- Full weapon heat bar to 0 -->
 
! data-sort-type="number" style="width: 70px" | '''Cooldown<br>Time''' <!-- Full weapon heat bar to 0 -->
 
! data-sort-type="number" style="width: 70px" | '''Jam<br>Duration'''
 
! data-sort-type="number" style="width: 70px" | '''Jam<br>Duration'''
! style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
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! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
! style="width: 70px" | '''Ammo cost<br>/ton'''
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! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton'''
 
|-
 
|-
  
| data-sort-value="1" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''(C)UAC2'''
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! data-sort-value="1" | '''(C)UAC2'''
 
| 1250m
 
| 1250m
 
| 1250m
 
| 1250m
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|-
 
|-
  
| data-sort-value="2" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''UAC5'''
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! data-sort-value="2" | '''UAC5'''
 
| rowspan="2" | 810m
 
| rowspan="2" | 810m
 
| rowspan="2" | 800m
 
| rowspan="2" | 800m
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|-
 
|-
  
| data-sort-value="3" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''CUAC5'''
+
! data-sort-value="3"| '''CUAC5'''
 
| 20.1 (45.5)*
 
| 20.1 (45.5)*
 
| 140
 
| 140
 
| 5s
 
| 5s
|- style="white-space:nowrap"
+
|-
  
| data-sort-value="4" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''(C)UAC10'''
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! data-sort-value="4" | '''(C)UAC10'''
 
| 665m
 
| 665m
 
| 650m
 
| 650m
 
| rowspan="2" | 20
 
| rowspan="2" | 20
 
| Data-sort-value="600" | 2 x 300
 
| Data-sort-value="600" | 2 x 300
| rowspan="2" | Heavy Kinetic
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| rowspan="2" style="padding-left:3px; padding-right:3px"| Heavy Kinetic
 
| 25.8 (56)*
 
| 25.8 (56)*
 
| 300
 
| 300
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|-
 
|-
  
| data-sort-value="5" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''(C)UAC20'''
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! data-sort-value="5" | '''(C)UAC20'''
 
| 360m
 
| 360m
 
| 350m
 
| 350m
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|-
 
|-
  
| data-sort-value="6" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air UAC2'''
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! data-sort-value="6" | '''Air UAC2'''
 
| 1200m
 
| 1200m
 
| 1200m
 
| 1200m
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|-
 
|-
  
| data-sort-value="7" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air UAC5'''
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! data-sort-value="7" | '''Air UAC5'''
 
| 860m
 
| 860m
 
| rowspan="3" | ---
 
| rowspan="3" | ---
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|-
 
|-
  
| data-sort-value="8" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air UAC10'''
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! data-sort-value="8" | '''Air UAC10'''
 
| 760m
 
| 760m
 
| Data-sort-value="80" | 80
 
| Data-sort-value="80" | 80
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|-
 
|-
  
| data-sort-value="9" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air UAC20'''
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! data-sort-value="9" | '''Air UAC20'''
 
| 600m
 
| 600m
 
| Data-sort-value="180" | 180
 
| Data-sort-value="180" | 180
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|}
 
|}
 
</div>
 
</div>
{{Version tag | Width = 1790px | Footnote2 = *Max rate of fire | Version=0.11.3 |Footnote1='(C)[weapon name] implies the listed stats of the weapon are the same for both IS and Clan techbases}}
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{{Version tag | Width = 1790px | Footnote2 = *Max rate of fire |Footnote1='(C)[weapon name] implies the listed stats of the weapon are the same for both IS and Clan techbases}}
  
 
==Gameplay & Hints==
 
==Gameplay & Hints==

Revision as of 17:36, 31 March 2020

Ultra AutoCannons, or UACs, are an advance in AutoCannon technology that seeks to boost the weapon's damage-per-second (DPS) by increasing rate-of-fire.

Overview

Schematic of Ultra AutoCannon

Generally Ultra AutoCannons offer high burst DPS capabitities compared to less frquently shooting Standard AutoCannons, the down side being that they can overheat and jam with prolonged firing which will result in a lengthy cooling period. This is especially true of the heavier UAC10 and UAC20, which are capable of dealing tremendous damage but have a limited window to do so.

UAC projectiles aren't explosive, so they won't deal splash damage or cause screenshake.

Like with the Standard ACs, there are four classes of Ultra AutoCannons: UAC2, UAC5, UAC10, and UAC20. Inner Sphere and Clan versions are identical, except Clan UAC5 which cools bit slower than it's IS counterpart.

Weapon Stats

Weapon Max Range Dmg Drop
Range
Dmg Drop
/m
Hit Damage/Shot Splash Damage/Shot Damage
Type
Splash Radius Shots
/min
Sustained
DPS
Burst
DPS
Speed
(m/s)
Heat
/Shot
Cooldown
Time
Jam
Duration
Ammo
/ton
Ammo cost
/ton
(C)UAC2 1250m 1250m 10 13 --- Light Kinetic --- 444 (600)* 135 182 3500 0.5 3.5s 7s 800 250
UAC5 810m 800m 10 3 x 116 Kinetic 22.6 (45.5)* 158 317 1800 7 4s 8s 128 450
CUAC5 20.1 (45.5)* 140 5s
(C)UAC10 665m 650m 20 2 x 300 Heavy Kinetic 25.8 (56)* 300 650 1800 30 5s 8s 48 750
(C)UAC20 360m 350m 2 x 490 28 (63.8)* 531 1209 900 56 6s 10s 32 1000
Air UAC2 1200m 1200m 10 12 --- Mgun --- 480 (1080)* 155 348 2500 1 2.5s 2.5s 800 450
Air UAC5 860m --- --- 40 40 Kinetic-air 1.5m 120 (600)* 192 960 2500 3 6s 9s 200
Air UAC10 760m 80 80 2.5m 80 (400)* 256 1280 10 9s 100
Air UAC20 600m 180 180 Energy 3m 60 (300)* 379 1894 15 9s 50
'(C)[weapon name] implies the listed stats of the weapon are the same for both IS and Clan techbases All stats are current as of release 0.14.10
*Max rate of fire

Gameplay & Hints

(C)UAC2

  • Rapid firing Ultra AutoCannon-2 offers long range combined with Light Kinetic Damage, which deals more damage to vehicles and air units.
  • Low projectile damage requires prolonged firing to cause notable damage.
  • Efficiency against air units (especially high velocity ASF) depends highly on pilot's capability to lead the stream of projectiles.

(C)UAC5

  • The Ultra AutoCannon-5 is more similar to the heavier UACs than to the UAC2, as it fires bursts of three as opposed to the UAC2's sustained barrage.
  • Kinetic damage does decent bonus damage to air units.

(C)UAC10 and (C)UAC20

  • Ultra AutoCannon-10 and Ultra AutoCannon-20 are prime assault weapons that feature both high burst damage and impressive DPS.
  • Both shoot bursts of two Heavy Kinetic projectiles.
  • Series of bursts cause significant amount of heat
  • One drawback of these weapons is they carry so few rounds in a ton (UAC10 48Ammo/ton UAC20 32Ammo/ton) making it easy to run dry if care isn't taken.


Canon

The first Ultra AutoCannon introduced was the UAC5 in 2640 by the Terran Hegemony. Although the Inner Sphere would completely lose the technology in 2915 due to the destructive Succession Wars the Clans went on to introduce the UAC2, UAC10, and UAC20 in the 2820's. As with the LBX10, the secrets to the UAC5 would be rediscovered in the Inner Sphere with the help of the Helm Core in 3035 and the pressures of the Clan Invasion would lead to them to also introduce the UAC2 and UAC10 in 3057. An Inner Sphere version of the UAC20 didn't appear until 3060.

In Classic BattleTech the Clan versions of the UAC are significantly lighter and more compact in addition to having an advantage in range. Additional weapon characteristics include an ability to switch between standard and ultra firing modes, with the weapon behaving like a Standard AutoCannon while in standard mode and firing twice while in ultra mode. Operating in ultra mode carries a risk that the weapon will burn out and be rendered useless for the remainder of the battle, however.

BattleTech reference


Usage

The following assets equip UACs:

Air UAC2 (C)UAC2 Air UAC5 (C)UAC5 Air UAC10 (C)UAC10 Air UAC20 (C)UAC20

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan
All lists are current as of release 0.14.10