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AC can kill multiple enemies in one shot. The bullets "carry through", so if you have a few genestealers in a line behind the one you target, all of them will be hit.
And as mentioned above, the AC absolutely slaughters broodlords, whilst they are immune to the flamer.
But I had figured that the AC could carry through to the tile behind its target, and that they'd be good for Broodlords. Still feel they lack enough utility to take the HF's place though.
In short, you might want to use it because the AC chews through multi-HP targets like no other, including multi-HP targets that your flamers can't even damage.
Sounds to me like you haven't even tried using it, based on the mistaken assumption that it can only kill 1 GS per attack.
The regular 1AP burst covers a row of up to 3 tiles, the 2 AP spray spreads the same amount of ammo (10 rounds) over a 3x3 square.
Add two reloads, for a total of 3x100 rounds for the unmodified default AC, and you're looking at quite a bit of hard-hitting killing power.
The Salamanders can douse entire levels in flame and thus make combat largely optional by walking through fire (so can others with Fireproof), and the changes to fire with the Salamanders update, i.e. Broodlords no longer walking through burning tiles, has made this feasible even against said flame-immune Broodlords, which previously would've just strolled up to you and torn you apart in close combat.
Assault Cannons (and the Cyclone, and Plasma) are alternative options to the Heavy Flamer - use them if you want, and because they're situationally advantageous, not because they're all-out upgrades meant to be better at everything.
Here's your problem. You're looking at the weapon the wrong way and expecting it to provide a role it's not meant to provide.
The weapon is called the Assault Cannon for a reason. It's a heavy chain-gun, not an MG42. It's not built to support or provide suppression fire, it's built to sweep through entire corridors on its own and chew through enemies stupid enough to be in the general vicinity of it. I won't belabor what the the others have said, but instead will just caution you to modify your thinking first, then try to experiment with the weapon to see where its true potential lay.
I've used AC's before, but I've never actually been able to use them in an environment that would play to their strengths. I'll have to load up the IF campaign and take some AC Heavies for a spin there. They've got lots of long, 3 tile wide corridors on those maps so I hear, and less cramped spaces/winding corridors.
Interesting on the reloads though, I didn't see any mention of 2(!) reloads for the default AC... The number of reloads in combination with finally knowing their actual mechanics is quite a shocker. Might have to start taking AC's more often.
Thanks for the info!
Apologies for the poor wording, but let me assure that's NOT what I think the AC is for. I said "support weapon" and "LMG", and you've automatically jumped to the wrong conclusion because of that.
When I say "support", I mean "chew up hordes of GS so the other guys don't have to", and I meant that from the outset. It seemed to suck HARD at the job it was supposed to do. The fact I didn't know its mechanics or that it had 2 reloads is the entire reason I made this thread.
I now know better than that, and will begin to bring the Emperor's Light to these filthy xenos through 6 barrels of vengeance and hatred.
The AC also has some powerful relic upgrades available.
While I maintain my humble opinion of AC being a good gap (gangsta!), I'm not sure if their relics are really that powerful. Ammo increase, yes, that is a great one, but otherwise, huh... +damage is kinda pointless, since autocannon shoots ten bullets, and most of them usually hit - which leads me to +hit chance being useless as well. At least I, using heavies with 4 Ballistics, practically always have a hit chance between 90% - 100%. Heat gauge upgrade never seemed useful as well, seeing how I literaly never had a problem with my autocannon overheating.
+CtH also never hurts, maximizing damage output, as the CtH you see displayed is aggregate CtH, i.e.the chance that at least one of the 10+ shots your're firing hits one target.
BS 5 + 2x CtH perk + BL slayer is pretty much required for an unupgraded AC if you want to regularly gib 3 Broodlords (incl.4 HP ones) per burst.
... nah, I'm too much of an inquisitive ♥♥♥♥♥♥♥ for that.
Things to add to this thread though:
Heavy Flamer has one reload only.
AC has two reloads.
AC usage tip:
Don't use AC in overwatch unless really needed. I've tried it a few times and it looks as if the bullet pass through effect doesn't apply in overwatch and you just kill single GS. Manual mode works fine.
AC's really shine in the support role when you get ranged terminators up to level ~6 where they can start using combi-flamers to take over the corridor blocking role, leaving AC to be used when needed.
The three tile template does still apply in Overwatch, it's just that usually there isn't a Genestealer behind the one targetted by Overwatch to kill, so it's kind of a waste of ammo. I found this out the hard way when using a AC Heavy in a crossfire with another terminator and accidentally friendly-fire'd the other Terminator. >.<
So make a note: If you suddenly decide you want to kill your own Terminators off, use the Assault Cannon, it gets the job done in record time. XD