

Uac/5 Doublefire Should Truly Be Optional
#1
Posted 22 March 2013 - 06:32 PM
Currently, it feels more optional to not doublefire, given it's default doublefire behavior while holding down the button.
Suggestion: UAC/5 should fire at the normal rate of 1.1s and only double fire when pressed during the recycle.
#2
Posted 23 March 2013 - 06:13 AM
#3
Posted 23 March 2013 - 06:28 AM

#4
Posted 23 March 2013 - 06:53 AM
KBob, on 23 March 2013 - 06:28 AM, said:

Thus, why a mode selector switch would be nice.
Mode 1: "Normal Mode" - single-shot at standard AC/5 ROF only; no double-fire at all, and zero risk of jamming
Mode 2: "Ultra Mode" - double-shot only; no single-fire at all, and risk of jamming is always present
This would allow for sustained fire at the desired ROF setting, with the appropriate degree of risk.
#5
Posted 23 March 2013 - 10:28 AM
Strum Wealh, on 23 March 2013 - 06:53 AM, said:
Mode 1: "Normal Mode" - single-shot at standard AC/5 ROF only; no double-fire at all, and zero risk of jamming
Mode 2: "Ultra Mode" - double-shot only; no single-fire at all, and risk of jamming is always present
This would allow for sustained fire at the desired ROF setting, with the appropriate degree of risk.
Maybe make it "single" and "burst" to not confuse new players, but it's still a fantastic idea.
#6
Posted 23 March 2013 - 07:00 PM
Strum Wealh, on 23 March 2013 - 06:53 AM, said:
Mode 1: "Normal Mode" - single-shot at standard AC/5 ROF only; no double-fire at all, and zero risk of jamming
Mode 2: "Ultra Mode" - double-shot only; no single-fire at all, and risk of jamming is always present
This would allow for sustained fire at the desired ROF setting, with the appropriate degree of risk.
That's also a good idea. Much better than what we have currently in my opinion, which to me seems more like we have one mode, with a silly mini game to achieve the non-jamming fire rate.
#7
Posted 28 March 2013 - 01:22 AM
Strum Wealh, on 23 March 2013 - 06:53 AM, said:
Mode 1: "Normal Mode" - single-shot at standard AC/5 ROF only; no double-fire at all, and zero risk of jamming
Mode 2: "Ultra Mode" - double-shot only; no single-fire at all, and risk of jamming is always present
This would allow for sustained fire at the desired ROF setting, with the appropriate degree of risk.
I like the idea but:
- if "normal mode" would be possible no one would use regular AC5, UAC5 has faster ROF and weights only 1 ton more
- in the "ultra mode" I don't like the fact that there will be a double shoot when I fire once.
My suggestion:
Normal Mode - Increase cooldown to 1.5s, no jamming
Ultra Mode - Can shoot up to 3 shots (UAC has 3 barrels) 0.5 cooldown. 1st 0% jamming, 2nd 15% jamming, 3rd 30% jamming. After 3 shots 1.1s cooldown.
#8
Posted 28 March 2013 - 05:01 AM
Seraphims Blood, on 28 March 2013 - 01:22 AM, said:
- if "normal mode" would be possible no one would use regular AC5, UAC5 has faster ROF and weights only 1 ton more
- in the "ultra mode" I don't like the fact that there will be a double shoot when I fire once.
My suggestion:
Normal Mode - Increase cooldown to 1.5s, no jamming
Ultra Mode - Can shoot up to 3 shots (UAC has 3 barrels) 0.5 cooldown. 1st 0% jamming, 2nd 15% jamming, 3rd 30% jamming. After 3 shots 1.1s cooldown.
My proposed normal mode specifically states "single-shot at standard AC/5 ROF only" - that is, a UAC/5 in "normal mode" would have exactly the same ROF/recycle as the standard AC/5 (currently 1.7 seconds per salvo).
The double-shot/double-ROF (UACs are double rather than triple, so a 3-shot setting in place of the double-shot doesn't fit the weapon's theme) setting would then be a separate mode of operation, with a similar cooldown (e.g. two rounds fired ~0.8 seconds apart per trigger pull, with ~1.7 seconds between the the firing of the first rounds in each pair).
#9
Posted 28 March 2013 - 07:18 AM
They just need to make the weapon not jam if you don't try to fire a double, its how its suppose to work and how they want it to work, but its sensitive (maybe too sensitive) to how long it takes for 1 click of the mouse.
Modes would also take some of the skill and thinking out of the weapon.
#10
Posted 28 March 2013 - 06:38 PM
theres a reason for the madness.
#11
Posted 19 April 2013 - 08:49 PM
Solution: Level the playing field so players don't need to use macros.
Do you use a macro? Do you even know how to make a macro? Ever hear of autohotkey? If you answered no to any of those then you should be in favor of this suggestion.
UAC/5: Press and hold - Fires at minimum recycle time to avoid jamming (1.1s)
UAC/5: Double tap - Fires before the recycle finishes at the risk of jamming.
Then from there you can balance the weapons on an even playing field without having to account for the fact that some people are using a macro to have that functionality while others don't. How to balance them is a topic for another thread, maybe something like lowering the AC5 weight/heat/cycle/etc instead of nerfing the UAC5 since the AC5 won't suddenly become better just because the UAC5 becomes worse.
#12
Posted 06 May 2013 - 05:31 AM
#13
Posted 06 May 2013 - 05:35 AM
#14
Posted 06 May 2013 - 12:51 PM
Seraphims Blood, on 28 March 2013 - 01:22 AM, said:
- if "normal mode" would be possible no one would use regular AC5, UAC5 has faster ROF and weights only 1 ton more
- in the "ultra mode" I don't like the fact that there will be a double shoot when I fire once.
Not only how it worked originally in the TT, not that I mind the liberties taken in this case, but AC/5s and eventually other standard AC types gave way to Ultras and LB-X type autocannons on most designs and variants made from the late 3040s to the early 3060s when special ammo for standard ACs developed by the FedCom became truely widespread (some were available as early as 3053 in prototype form). So that is actually fairly normal for standard to be replaced with more advanced types for this time period in canon at least.
#15
Posted 06 May 2013 - 02:00 PM
#16
Posted 06 May 2013 - 05:42 PM
I tried timing my shots to avoid jamming, but sometimes I just jam on first shot.
Recently I bought a gaming mouse and the first thing I did was learn how to make a macro to prevent this. It works perfectly.
Set one button for no-jam macro and another for rapid-fire.
Macros are fine if a good player can do the same thing without them. But in this case they give a player an advantage.
#17
Posted 06 May 2013 - 06:05 PM
Side Step, on 22 March 2013 - 06:32 PM, said:
Currently, it feels more optional to not doublefire, given it's default doublefire behavior while holding down the button.
Suggestion: UAC/5 should fire at the normal rate of 1.1s and only double fire when pressed during the recycle.
agreed.. they did say they would implement this. but i guess its pretty low on their priority list
#18
Posted 10 July 2013 - 06:23 AM
A mechanic for UAC that allows two shells to do the same damage is going to make all UAC's an incredible nightmare to balance. Not only are they powerful, and supercede a normal AC in this way, but they are also frustrating with a jam mechanic that is the equivalent of virtual dice rolling, taking control away from the player. Hence, why people use macro's to avoid the jam, and simply take advantage of the cool down fire rate.
The only way to get this in a better state is to remove shooting multiple shells that do the same damage, or keep a better cool down, OR make UAC's fire fast in combination with a burst like they are, but each shell is reduced damage where a burst does up to 5 or a little more than 5 damage, but not double (in the case of UAC/5).
A UAC/20, if this format stays like it is, will not only fire faster, but will also double shot shells that do 20 damage each. This is an insanely bad mechanic to stick to closely to damage values for UAC's and to some extent AC's. A RAC/5, with this mechanic would literally do 5x6 damage 30 damage, with a fire rate approaching three times that of a UAC.
#19
Posted 10 July 2013 - 06:30 AM
#20
Posted 13 July 2013 - 04:21 PM
no.
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