

[Bug] Uac5 Jamming On First Shot
#1
Posted 04 January 2013 - 12:57 PM
Fired always waiting for CD to be clear, but UAC would jam on first shot fired. Not even a shot would go off, just jam on hitting the trigger.
#2
Posted 04 January 2013 - 01:01 PM
#3
Posted 04 January 2013 - 01:04 PM
#4
Posted 04 January 2013 - 02:31 PM
When my Ilya's 3 UAC5s are all firing it's a beast...but half the time I'm pressing the button at least one of them is red.
#5
Posted 04 January 2013 - 07:01 PM
For some reason, it has a chance to jam on not just the shots taken during mid-cooldown, but on the shots taken when the cooldown has completely finished as well.
Tested it by chain-firing a single UAC/5, which, for some reason, lets it only fire when the cooldown has completely finished. (Which is actually a nice feature.)
Also tested it by chain-firing 2 UAC/5, which still lets them only fire when the cooldown has completely finished.
In both of those tests, there were instances where it jammed. Because it was firing only once the cooldown had completely finished, this should not have been happening. According to the original rules of the UAC/5 when it was first put into MWO, (and based on logical designs of weapons technology), this shouldn't be possible. You're firing at the rate the weapon was designed to handle, and no faster. If you try to doubleshot, it should have a chance of jamming though. It does this correctly.
The problem is that it has a chance to jam on every shot, not just the mid-cooldown ones.
Devs: got another bug for ya.
#6
Posted 04 January 2013 - 08:35 PM
#7
Posted 04 January 2013 - 08:58 PM
Foster Bondroff, on 04 January 2013 - 12:57 PM, said:
Fired always waiting for CD to be clear, but UAC would jam on first shot fired. Not even a shot would go off, just jam on hitting the trigger.
I do not believe mechs land on the field with their guns loaded with a round in the chamber, Thus, if a mech has to first load its gun, a jam on the first round is quite possible.
I HIGHLY doubt they would allow your mech to have its ballistic weapons cocked and ready while on the dropship.
Edited by Wraithfox, 04 January 2013 - 08:59 PM.
#8
Posted 04 January 2013 - 09:10 PM
#9
Posted 04 January 2013 - 10:26 PM
#10
Posted 07 January 2013 - 08:26 AM
#11
Posted 07 January 2013 - 08:27 AM
#12
Posted 07 January 2013 - 09:04 AM
Seems to me their thinking is, why have a game when we can have a running experiment of how many bugs will people tolerate in a MechWarrior game before the fans torch our building? So far I'm guessing that this isn't real close to that event horizon, and I'm not sure if I should be proud of my fellow gamers for their restraint, or pissed at a gaming industry that seems to have us almost completely innoculated against BS subpar coding and inane thoughtless cures that're worse than the problems they're meant to solve.
@Spirit of the Wolf - aye it's another bug for the devs, and it's another bug we'll be lucky to see fixed in our lifetime.
Edited by Sir Roland MXIII, 07 January 2013 - 09:08 AM.
#13
Posted 07 January 2013 - 09:30 AM
#14
Posted 07 January 2013 - 09:43 AM
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