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Ac Suggestion Heat Soak


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#1 Bru1zer

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Posted 22 November 2012 - 04:11 PM

Before the hotfix I would agree that the UAC5 required some tweaking, the jam rate felt about right the jam time could have been extended a second or two.

But arbitrary chances for things to jam have no place in an FPS, one of the most frustrating things you can do to players it take away their control.

Personally I would prefer the way MWLL handled balistics, in that all AC and RAC had an independent heat bar under the weapon info that would build with continued fire.

Firing for too long would cause the weapon itself to overheat and be jamed for a few seconds.
The larger the calibre the quicker the heat would build.
The larger the calibre the longer it took to unjam.
The heat the weapon built up was independant of how many heatsinks you had.

As an example.
Using X as a baseline on the AC20 say for about 3 consecutive shots.
You could fire for X time before a jam with an AC20 (3 consecutive shots)
You could fire for 2X time before a jam with an AC10 (6 consecutive shots)
You could fire for 4X time before a jam with an AC5 (12 consecutive shots)
You could fire for 2X time before a jam with an U/AC5 (3 consecutive double shots)
You could fire for 10X time before a jam with an AC2 (30 consecutive shots)

You then have other weapons already balanced before implimentation.

You could fire for 1/2X time before a jam with an U/AC20 (1.5 consecutive double shots)
You could fire for X time before a jam with an U/AC10 (3 consecutive double shots)
You could fire for 5X time before a jam with an U/AC2 (15 consecutive double shots)
You could fire for 2X time before a jam with an RAC/5 (2Y seconds of continued fire)
You could fire for 5X time before a jam with an RAC/2 (5Y seconds of continued fire)

Edited by Bru1zer, 22 November 2012 - 04:14 PM.


#2 John Norad

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Posted 22 November 2012 - 04:53 PM

That is also a very interesting approach to the UAC problem.

View PostBru1zer, on 22 November 2012 - 04:11 PM, said:

Before the hotfix I would agree that the UAC5 required some tweaking, the jam rate felt about right the jam time could have been extended a second or two.

I would say two. But yeah, I agree.

View PostBru1zer, on 22 November 2012 - 04:11 PM, said:

But arbitrary chances for things to jam have no place in an FPS, one of the most frustrating things you can do to players it take away their control.

This I have to disagree with. It might be the most frustrating thing for powergamers, excel warriors and min-maxers, but luck has been a factor in gaming ever since. The UAC is a gamble, it trades risk for reward. Since there are are a lot of weapons without this trait, I don't see a problem with it.

Edited by John Norad, 22 November 2012 - 04:54 PM.


#3 Kyrs

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Posted 22 November 2012 - 05:55 PM

True there is a risk vs reward but currently the result are to wild (very good for table thingy). Manage to get 15 shoots sometimes and other time it jam 3 time in a row after the first shot.

There are ways to put a more realistic mechanic to it by using stacking probably that reset to 0 after 3sec of none use.
if previous shoot was fired within 3 sec the add 5% to the % of jam.
if previous shoot more that 3 sec then reset % pool

This will make 15 shoot almost impossible and jam one the first shoot less likely. We have to think the ultra/AC has metal/mechanic that expand due internal heat that can't be dissipate by external heat sink.

like the doctor said to Paris "sometimes you got to air that thing out"
bad joke but I had to type it

#4 General Taskeen

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Posted 22 November 2012 - 07:13 PM

MW:LL jam feature is hands down the best skill-based factor for an Autocannon, in any Mech game, period.

All in all, MWO AC's need a serious overhaul.

#5 Penthrox

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Posted 25 November 2012 - 06:16 PM

I agree with Bru1zers post, they are now nerfed beyond use.

#6 focuspark

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Posted 25 November 2012 - 11:38 PM

Doing it this way would have the effect the devs want: a theoretical rate of fire limitation thus capping DPS while giving the player the illusion of squeezing more out of the game. Relies on player skill also creates an opportunity for more GXP based skills.





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