Difference between revisions of "Ultra AutoCannons"

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'''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.
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'''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==
 
==Overview==
 
[[File:Ultra_Autocannon.png|thumb|300px|Schematic of Ultra AutoCannon]]
 
[[File:Ultra_Autocannon.png|thumb|300px|Schematic of Ultra AutoCannon]]
With roughly twice the rate-of-fire of a [[Standard AutoCannons|Standard AutoCannon]] and only slightly lower damage-per-shot, Ultra AutoCannons deal out almost twice the punishment in the same amount of time. The down side of these weapons is that they can overheat 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.
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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.  
  
As with Standard AutoCannon, rounds fired from Ultra AutoCannons may strike targets at greater distances than the listed range. Because of the longer flight time of the round and the ballistic trajectory (requiring the pilot to aim high to compensate) it is often difficult to strike actively evading targets in this manner. Even so, this can allow a UAC to strike a target at surprisingly long range (with the UAC2 actually capable of damaging units at up to 1,250 meters away).
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UAC projectiles aren't explosive, so they won't deal splash damage or cause screenshake.
  
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
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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.
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{{Clear}}
 
==Weapon Stats==
 
==Weapon Stats==
  
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{{Version tag | Width = 1550px | Footnote1 = *Max rate of fire}}
 
{{Version tag | Width = 1550px | Footnote1 = *Max rate of fire}}
  
===(C)UAC2 and (C)UAC5===
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==Gameplay & Hints==
The '''Ultra AutoCannon-2''' is primarily used as an anti-aircraft weapon since its high rate-of-fire makes them a nightmare for fighters. Likewise they are an effective anti-[[BA|Battle Armor]] and anti-hovercraft weapon. It also carry more ammunition in a ton compared to the AC2 or AC5, however their doubled rate of fire means they also run dry much more quickly. Because of how rapidly it shoots, the UAC2 can even prove to be a threat to heavily armored units despite dealing [[Damage types|Light Kinetic]] damage if the shooter is able to maintain fire on their target.
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===(C)UAC2===
The '''Ultra AutoCannon-5''', as of 0.8.5, is more similar to the heavier UACs than to the UAC2, as it instead fires a quick burst as opposed to the UAC2's sustained barrage. Again unlike the UAC2, the UAC5 deals [[Damage types|Light Kinetic]] damage, which is more suitable against light to medium targets. A battery of UAC5s, such as those found on the [[Madcat MKII#Variant E|Mad Cat MKII E]] can rapidly disintegrate even an assault 'Mech when used with precise targeting.
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*Rapid firing '''Ultra AutoCannon-2''' offers long range combined with [[Damage Types| Light Kinetic Damage]], which deals more damage to vehicles and air units.
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*Low projectile damage requires prolonged firing to cause notable damage.
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* Efficiency against air units (especially high velocity [[ASF]]) depends highly on pilot's capability to lead the stream of projectiles.
  
As of 0.4.5 there was no observable difference between the Clan and Inner Sphere versions of the weapons.
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===(C)UAC5===
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*The '''Ultra AutoCannon-5''', more similar to the heavier UACs than to the UAC2, as it fires bursts of three ammo as opposed to the UAC2's sustained barrage.
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*[[Damage types| Kinetic damage]] does decent bonus damage to air units.
  
 
===(C)UAC10 and (C)UAC20===
 
===(C)UAC10 and (C)UAC20===
Both the '''Ultra AutoCannon-10''' and '''Ultra AutoCannon-20''' are prime assault weapons that feature both high burst damage and impressive DPS. The main 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. Because of this it is best to resist the temptation to take chancy shots and instead make sure every shot counts, otherwise a pilot may find themselves making many trips back to base for ammo.
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*'''Ultra AutoCannon-10''' and '''Ultra AutoCannon-20''' are prime assault weapons that feature both high burst damage and impressive DPS.  
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*Both shoot bursts of two [[Damage type| Heavy Kinetic]] projectiles.
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*Series of bursts cause significant amount of [[heat]]
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*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.
  
 
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[http://www.sarna.net/wiki/Ultra_Autocannon BattleTech reference]
 
[http://www.sarna.net/wiki/Ultra_Autocannon BattleTech reference]
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==Usage==
 
==Usage==
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{{Version tag | Width = 1180px | What = lists}}
 
{{Version tag | Width = 1180px | What = lists}}
  
==See Also==
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*[[Standard AutoCannons]]
 
 
 
*[[Lubalin Ballistics-X AutoCannons]]
 
 
 
*[[Rotary AutoCannons]]
 
 
 
*[[Hyper-Velocity AutoCannons]]
 
 
 
*[[Gauss Rifles]]
 
  
 
[[Category:Ballistic weapons]]
 
[[Category:Ballistic weapons]]
 
[[Category:Lists]]
 
[[Category:Lists]]
 
<br>{{Navbox Weapons}}
 
<br>{{Navbox Weapons}}

Revision as of 16:53, 3 September 2019

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
Damage/Shot Damage
Type
Splash Radius Shots
/min
Sustained
DPS
Burst
DPS
Heat
/Shot
Cooldown
Time
Jam
Duration
Ammo
/ton
Ammo cost
/ton
(C)UAC2 1250m 1250m 10 13 Light Kinetic --- 393.4 (600)* 119 182 0.5 3.5s 7s 800 250
UAC5 810m 800m 10 3 x 116 Kinetic 18.8 (45.5)* 131 317 7 4s 8s 128 450
CUAC5 17.6 (45.5)* 122 5s
(C)UAC10 665m 650m 20 2 x 300 Heavy Kinetic 25.8 (56)* 263 649 30 5s 8s 48 750
(C)UAC20 360m 350m 2 x 490 28 (63.8)* 459 1209 56 6s 10s 32 1000
Air UAC2 1200m 1200m 10 12 Mgun --- 480 (1080)* 155 348 1 2.5s 2.5s 800 450
Air UAC5 860m --- --- 80 Kinetic‑air 1.5m 120 (600)* 192 960 3 6s 9s 200
Air UAC10 760m 160 2.5m 80 (400)* 256 1280 10 9s 100
Air UAC20 600m 360 Energy 3m 60 (300)* 379 1894 15 9s 50
*Max rate of fire All stats are current as of release 0.14.10

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, more similar to the heavier UACs than to the UAC2, as it fires bursts of three ammo 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