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Alternate Style For Uac5's That Might Prevent Macroexploiting/ease Jam Weirdness


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#1 Monky

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Posted 06 September 2013 - 10:34 AM

Some of the main things about UAC5's are the fact that if you have 3 of them you can macro them for extremely high DPS with no chance of jam (or less than 1% chance) that is far higher than the single shot only capability it has, further, they do have a chance to jam on the first shot, which is also frustrating.

Here is an alternative take on UAC5's - why they should jam and how to present it in a way that allows a skill curve rather than random chance.

First step: Equalize single shot mode with AC5 in terms of DPS

Why: Well, the UAC5 is one ton and one crit more than an AC5, which isn't a high price to pay for double the damage potential when used well. Most mechs that can fit an AC20 can easily fit 2 UAC5's as well, meaning the largest ballistics boats have little incentive to opt for an AC5. This is currently out of whack because the UAC5's baseline DPS (when not doing double fire) is actually better than the AC5, so it is basically double dipping into its extra tonnage/crit requirements.

Second step: Scrap the random jam chance, institute a weapon specific heat meter for the UAC 5 (keep it expandable for other UAC's by design - think ahead). The heat meter only rises when you double tap, and has a limit of 2 double taps before a jam. It gains heat in units of 5 per double tap, and loses them 1 per 0.5 second, so essentially you can get 2 doubleshots off without capping out your heat meter. When your heat meter caps, you are in jam country. From here on out you face a flat 50% jam chance for double shots Exact numbers and timing can be changed as needed. This heat meter is completely independent of mech heat.

Why: To allow a skill based control over jamming instead of a macro based control over jamming or just consigning yourself to always being at risk of a jam even after first shot. Granted, letting off the trigger after shot four (or five depending on how you look at it) isn't a terribly complicated skill, it's better than macro skill and more forgiving to new players than the current jam rules.

Third step: Set a toggle between double and single fire mode (default to double). In double fire mode, the extra shot can be avoided by letting off the trigger, and it is triggered at exactly the half way point in a normal reload cycle (rather then the way it currently is with a pop pop wait pop pop wait rythm).

Why: A toggle allows more fine tuned control and ammo conservation (plus it is lore friendly - pilots chose when to use double fire and single fire) by helping prevent human error. Toggling to double mode is a more forgiving but lower potential output than the current system due to the heat meter, which both makes it more user friendly (no one likes that first time they mount UAC5's to find them jam on the first shot) while also introducing a skill method and preventing macros from being superior in situations where a large number of UAC5's are in play. The timing change helps also reduce the burst's pinpoint effect to a more reasonable level so that it doesn't outright outclass AC5/AC10.

So in short we go from random dice roll powered, macro exploitable UAC5's that replace AC10's and AC5's to a more consistent and more skill based solution that still leaves room for AC5's and AC10's in the hierarchy of things.

#2 Hexenhammer

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Posted 06 September 2013 - 02:47 PM

Wasn't the jam rate for the UAC based off the mech's heat? It's been a while since I looked at the rules.

Anyways a heat scale dependant jam system would be nice and more realistic than a flat 15, 20, 25% jam rate. That just tells me the gun is in beta and the manufacturer lied about how good it was going to be.

Edited by Hexenhammer, 06 September 2013 - 02:49 PM.


#3 Fooooo

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Posted 06 September 2013 - 03:24 PM

Why they didnt do this after the problems with making people activate weapon groups to clear a jam is beyond me.

Tons of people suggested to go this route, (the weapon heat scale, some also mentioned making DPS same as AC5 for single shot mode like yourself :() to do exactly what you mention. Avoid the dice rolls on every shot and keep it a mechanic the player can "control".

If you want to push it over its heat limit and risk a dice roll jam thats up to you....


We got the dice on every double tap instead..................... :(

Edited by Fooooo, 06 September 2013 - 03:29 PM.


#4 BRRM

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Posted 06 September 2013 - 04:06 PM

I reckon they should be a standard ac5 1.5 cooldown, but each time they tap extra within the cooldown period they get 3x heat. stuff the jam system until they figure something better.

#5 Monky

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Posted 07 September 2013 - 07:01 PM

View PostBRRM, on 06 September 2013 - 04:06 PM, said:

I reckon they should be a standard ac5 1.5 cooldown, but each time they tap extra within the cooldown period they get 3x heat. stuff the jam system until they figure something better.


This would be a lot simpler, and still require some skill as UAC5's and their ammo eat up a lot of space/weight for heatsinks, but I would still like to go with something along the lines of making it (and every other weapon) feel unique.

#6 BRRM

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Posted 08 September 2013 - 04:03 PM

View PostMonky, on 07 September 2013 - 07:01 PM, said:


This would be a lot simpler, and still require some skill as UAC5's and their ammo eat up a lot of space/weight for heatsinks, but I would still like to go with something along the lines of making it (and every other weapon) feel unique.


Thinking about this again i reckon that there should be a rapid fire button. so you can turn it off or on during battle.

#7 Mister Blastman

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Posted 10 September 2013 - 05:55 PM

You gotta make it at least 5 - 6 double tap shots before jam. That's basically what MW:LL did with the 10 and the 20.

#8 Corvus Antaka

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Posted 10 September 2013 - 10:52 PM

View PostMister Blastman, on 10 September 2013 - 05:55 PM, said:

You gotta make it at least 5 - 6 double tap shots before jam. That's basically what MW:LL did with the 10 and the 20.


thats 30 damage from 1 gun before a jam. 90 damage from 3 fired together. 120+ if only 1 jams at that point.

I'd prefer if the uac 5 just fired both shots, no single shot option, and was hotter than the ac/5. then throw in a jam chance based on overall mech heat. normalizing cycle time to 1.5 is also necessary.

#9 Mister Blastman

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Posted 11 September 2013 - 07:23 AM

Well, the UAC 5 already has a big downside in that it is a DPS weapon and not pinpoint heavy damage. You have to remain exposed in order to continue to pour out damage. I'd much prefer if PGI does anything it is to make the jamming less of a random function and more of a skill-based one.





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