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Solutions For Uac/5 Issues


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#1 Aluka 7th

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Posted 23 April 2013 - 01:55 AM

There are tree issues and solutions for UAC/5.


1.High jamming chance reduces average UAC/5 DPS to 2.25 that is lowest of all auto cannons.

Explanation!
Current mechanics is - 25% chance of UAC/5 jamming and when it does jamm that shot is not fired and it is jammed for 5sec.
So we have this situation:
0sec 1st shot
0.55sec 2nd shot
1.1sec 3rd shot
1.65sec 4th shot is not fired and gun jams for 5sec
6.65sec next cycle of 3 shots and one jam.
That means that we did 3 shots of 5 damage (15damage) in 6.65sec which is 2.25 average dps.


Solution:
To adjust jamming chance so that average dps of UAC/5 is at least equal to AC5 (2,95dps) we need jamming chance of 18,6% OR even better jammed time should be reduced from 5sec to 3.4sec or less. So at least we equalize it to AC/5 average damage.
IMHO optimal solution would be 25% jam chance, 3sec jammed time which brings us to average 3.2 damage per second (still for short periods this gun would give up to 9dps if you are lucky :P


2&3. Pilot can not control dual shot option of UAC/5 and gun jamms before first shot is fired

Explanation!
UAC/5 goes into burst (double rate of fire mode) no matter how you press your mouse button thus jamms soon.
This creates two problems, first that you risk getting gun jammed even when you would rather want normal 1.1sec RoF but constant damage and second as game doesn't distinguish frantic mouse clicking from holding mouse button there is chance to jam on first shot. Which doesn't make any sense.

Solution to both problems:
Holding mouse button should mean normal operation of gun with 1.1 sec RoF
Quickly pressing mouse button should mean ultra burst operation of gun with 0.55sec RoF.


What do you think?!

A7

#2 reiGngehoWn

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Posted 23 April 2013 - 02:17 AM

Hey there,


I think that there are alot of problems that need to be solved, but the UAC/5 IS viable!
Also I read(i hope my memories are true), that you will be able to manually activate the ultra-Mode of the UAC/5!


So you ok with this? :P Just wait for it to arrive..



Greetz

#3 Sgt Helmet

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Posted 23 April 2013 - 02:27 AM

I wrote some thoughts about the UAC jamming on our groups forum and here's the thoughts.

I used UACs through the event last weekend. Played around 100 drops with them. I observed that the Jamming is not consistent with the change of that happening. Basically what happened is that either the gun jammed after first few shots or it could keep firing as long as needed.

So If I got lucky then I could destroy an Atlas with one long burst.

This got me wondering about the "random" generation used with software and rate of fire. Typical random number is generated by taking the remainder of the computer clock time (milliseconds) divided by the scope of the random number needed. For example if percentage is randomised, then computer clock millisecond number is divided by 100 and the remainder is a number between 0-99. This produces enough randomness on most cases.

Far fetched theory on this is that if UAC uses number 0-24 to indicate a jam occurring, then the jam can occur only in the first quarter of a 100ms time period. If the RoF of UAC with double shot is 550ms then it is possible that while holding the fire button down all of you shots fire on the 25-99 time "slots" of the 100ms time period.

This way the gun never jams. Of course there is some time spent on computing the code, thus moving the fire slot in some direction and it will eventually reach the "jam" space in time.

As I mentioned this is quite far fetched theory, but it seemed really odd that I could fire 2 x UACs in a constant stream without jamming them and next time I fired they jammed instantly.

This happened so often that I started noticing this and actually started affecting my game tactics. If I noticed that now I'm on a "non-jam" mode I would just continue firing because I knew that what ever I was shooting at would be destroyed in matter of seconds.


Edit: So with this experience, I think UAC more OP than underpowered compared to other ACs. I'm actually loading these to every mech I'm using. The dps seems to be closer to 20 than 2 :P

*jedimindtrick* on PGI ppl reading this edit...

Edited by Sgt Helmet, 23 April 2013 - 02:39 AM.


#4 Onmyoudo

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Posted 23 April 2013 - 02:30 AM

You can control Dual Shot by clicking the mouse instead of holding it down.

While I would like less chance to jam on the UAC5 that would make it the most overpowered weapon in the game by miles. In the current climate of mega alphas it isn't so noticeable but the DPS output of a Muromets that gets lucky is phenomenal and can completely strip an Atlas in a matter of seconds. I know, I've done it. With less chance to jam that would happen more often, and hark the cries of pay to win. For the moment, 25% is for the best.

#5 Aluka 7th

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Posted 23 April 2013 - 02:35 AM

Every weapon in game is viable as long as it projects damage. Just wanted to suggest fine tuning its dps with AC family by reducing jammed time as it also benefits playability.

Regarding burst controll, although I would rather handle burst mode on mouse level so I can choose on the fly instead of pressing special button on keyboard every 10 seconds, I guess special button is ok as it would be implemented sooner because it requires less coding.


Edit:
People think UAC/5 is overpowered because they fit two or tree of them. I mean dual or tripple PPC or AC10 or LBX10 is also very strong. You have to test single gun.

Also people remember "that one time" when they killed bigger mech solo but forget how many times they were looking at guy with red CT and with all UACs jammed or when they ambush someone just to get UACs jammed before firing any shots.
That is why game balancing is not done on anecdotal evidence but pure number crunching. Theoretical DPS of triple UAC/5 Illya is 27dps just from those guns so yea.. you can have that sometimes.. but .. you know..

Edited by Aluka 7th, 23 April 2013 - 03:08 AM.






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