MechWarrior Online Wiki
(UAC 5 has the same ammo per ton as the standard AC 5)
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* UAC/5: On average jams every 5 shots fired in cooldown resulting in a 5 second jam time: 6 shots (first shot + 5 fast shots) * 5 damage / (5 * 0.75 seconds + 5 seconds jam) = 30 damage / 8.75 seconds = 3.429 dps
 
* UAC/5: On average jams every 5 shots fired in cooldown resulting in a 5 second jam time: 6 shots (first shot + 5 fast shots) * 5 damage / (5 * 0.75 seconds + 5 seconds jam) = 30 damage / 8.75 seconds = 3.429 dps
   
This means for plain DPS purposes the UAC/5 beats the standard AC/5 by 3 % and most of that damage is delivered earlier in the fight than with the standard AC/5. Drawbacks are its unstable fire rate, higher weight and less ammo per ton.
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This means for plain DPS purposes the UAC/5 beats the standard AC/5 by 3 % and most of that damage is delivered earlier in the fight than with the standard AC/5. Drawbacks are its unstable fire rate and higher weight.
   
   

Revision as of 21:32, 19 June 2014

Equipment Overview
Ultra Autocannon 5 
Ultra AC5
Tech Base: Inner Sphere 
Equipment Type: Ballistic Weapon 
Tonnage: 9 tons
Ammo per Ton: 30 
Critical Slots: 5  
Item Health: 10  
Cost: Cbill 400,000  
Sell: Cbill 200,000  
Equipment Specifications
Recycle: 1.5
Damage:
DPS: 3.33
Heat: 1
HPS: 0.67
Range: 600m 
Maximum Range: 1200m
Projectile Velocity: 1300
Impulse: 0.03
Cockpit Shake: 0.15

 

[1][2]


Overview

This class of Autocannon can fire up to twice as fast and a little farther than the standard AC 5. The Ultra Autocannon 5 (UAC/5) does reasonable damage per shot and can reach out to long ranges. At nine tons, the weight of the UAC/5 is relatively light for an Autocannon. Each ton of ammo yields an ample 30 rounds. To use the weapon in double fire mode, you can simply hold down the trigger or fire it again before it has a chance to completely recycle.


Jamming

The weapon does have a 20% (reduced to 15%) chance to jam if double fire mode is used. If it does jam, it will unjam itself after 5 seconds.

Tactical Use

The UAC/5 is capable of doubling it's firepower, the tradeoff being a 15% chance to jam. On the battlefeld that means a pilot gets an additional shot out of the gun to increase frontloaded damage. This can be vital in do-or-die situations and an advantage in fights using cover. As a jam takes 5 seconds to get fixed it's a hard gambit to use the doublefire in open brawling encounters.

As of launchday patch [3]the rate of fire has been tuned to match the standard AC/5. If we are to compare the effective rate of fire we end up with:

  • AC/5: 5 damage / 1,5 seconds = 3.33 dps
  • UAC/5: On average jams every 5 shots fired in cooldown resulting in a 5 second jam time: 6 shots (first shot + 5 fast shots) * 5 damage / (5 * 0.75 seconds + 5 seconds jam) = 30 damage / 8.75 seconds = 3.429 dps

This means for plain DPS purposes the UAC/5 beats the standard AC/5 by 3 % and most of that damage is delivered earlier in the fight than with the standard AC/5. Drawbacks are its unstable fire rate and higher weight.


Don't panic with this weapon... 3 or more tons of ammo recommended per UAC/5.

References

  1. Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
  2. How screen shake is calculated
  3. http://mwomercs.com/forums/topic/136154-patch-and-launch-day-sept-17th/