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Toggle Ultra Ac5 Jam Mode


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Poll: Toggle for ultra ac5 jam mode. (47 member(s) have cast votes)

Do you support the OP's Suggestion?

  1. Yes (26 votes [55.32%] - View)

    Percentage of vote: 55.32%

  2. No (21 votes [44.68%] - View)

    Percentage of vote: 44.68%

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#1 Army000

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Posted 11 March 2013 - 05:10 AM

Ok.
Seeing as the jamming of the ultra ac5 is almost unbearable. And the fact that you can't fire just 1 shot. (Try it I dare you. I've made macro after macro and can't get it to fire JUST ONE SHOT and not jam.)
I'd like to suggest an option to make the ultra ac5 unjammable.

This toggle would allow the uac5 2 modes: Jam/Unjammable.
Jam mode: Works as today
Unjammable: The weapon will not jam *however* it will no longer recieve the double fire bonus (2 shots). This means it will execute the full reload time.

The uac5 has advantages over an ac5 in unjam mode being further range and faster reload, however you would not be able to take advantage of all the bonuses.

I think this could either be an option on the weapon (in mech lab) or in game. I think in mech lab would be better suited, otherwise you would need more equipment on the mech in game. However, it's relatively easy to make a programmable fcs to make sure the weapon would not jam.

#2 Torquemada

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Posted 11 March 2013 - 06:03 AM

If you set your UAC5's to chain fire I don't think they jam, will confirm this evening when I get back from work. I've certainly made use of chain fire for them on my Cataphracts and can't remember them jamming. The only time UAC5's seem to jam is when using full auto mode (holding down fire button). Problem is with our human responses it's not easy to only fire off a single shot each time, with the trigger often held down long enough for them to attempt to fire the second burst shot and so jam. With chain fire however each UAC5 will only fire a single shot and never get the burst shot in place and so effectively works like a more rapid version of the AC5.

#3 General Taskeen

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Posted 11 March 2013 - 06:46 AM

I'd rather they just remove the double shot (2 shells at once), and have it only fire 1 shell for 2x better fire rate (cool down rate) and come up with something else for a 'jam' that is skill based, on not roll-dice based.

#4 Mechteric

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Posted 11 March 2013 - 06:49 AM

I think I read somewhere from a dev they were looking at making it so if you held down the fire button it would not jam, but only fire at the normal reload rate. But if you click once, then click again the UAC5 will attempt to fire the 2nd round at which point the possibility to jam would incur. This sounds like the best solution to me as well, as opposed to yet another key to have to keep track of.

#5 Abledime

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Posted 11 March 2013 - 09:36 AM

Umm I can go whole matches without jamming my UAC5's

i run 2 in chain fire and i just don't keep hitting the fire button. I just pop off a few rounds re-aim and repeat, lots of damage very few jamms

#6 Phaesphoros

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Posted 11 March 2013 - 10:28 AM

Quote

If you set your UAC5's to chain fire I don't think they jam, will confirm this evening when I get back from work.

May work with multiple UAC/5, does NOT work with a single. Tried it.

#7 Torquemada

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Posted 11 March 2013 - 11:18 AM

View PostPhaesphoros, on 11 March 2013 - 10:28 AM, said:

May work with multiple UAC/5, does NOT work with a single. Tried it.


Was about to say the same, did the same test myself. :)

#8 Shakespeare

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Posted 11 March 2013 - 12:17 PM

The jam mechanic needs to be reworked, perhaps even the entire weapon system, but I don't think a toggle is the answer.

#9 Torquemada

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Posted 11 March 2013 - 12:26 PM

Perhaps it is the autofire mechanic that needs changing. My suggestion would be pull the trigger and only a single shot is fired. Hold the trigger down and when the initial weapon reload time is up (1.1 seconds before modification) then it goes into full auto with the second shot and chance to jam.

#10 Xacharon

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Posted 11 March 2013 - 01:40 PM

I like the idea of changing the held-button behavior to only shoot at the default rate, so that a double-shot is an action the pilot has to consciously perform. With jam rates the way they are, there's really no point trying to use double-shot all the time. You typically get a "splurt" more than a "spray". ;) Even in single fire mode, the UAC/5's improved range and cycle time still gives it something over the standard AC/5.

(In fact, I'm not sure why you'd ever use the AC/5, aside from a space issue)

Edited by Xacharon, 11 March 2013 - 01:40 PM.


#11 Jabilo

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Posted 11 March 2013 - 03:16 PM

The UAC 5 has a DPS that is greater than other weapons of equivalent tonnage and crits.

It is allowed to have this because the jam mechanism balances it in game play terms.

You want your cake and you want to eat it as well - making the UAC 5 unbalanced.

The UAC 5 is unpredictable and requires micro management to get the highest DPS. This is consistent with it's stats - specifically its potential DPS.

#12 Alois Hammer

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Posted 11 March 2013 - 03:19 PM

View PostShakespeare, on 11 March 2013 - 12:17 PM, said:

The jam mechanic needs to be reworked, perhaps even the entire weapon system, but I don't think a toggle is the answer.


Sure it is. While we're at it, let's add 3rd person view, heat, and unlimited-ammo toggles. Same thing. ;)

#13 Woska

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Posted 11 March 2013 - 07:10 PM

While I would like to see this toggle implemented, I don't think it's necessary for the reasons you state. I would often use UACs without them jamming if I simply clicked the fire button instead of holding it down.

It doesn't jam until you try to fire that second shot of the cycle.

#14 Donas

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Posted 11 March 2013 - 07:29 PM

Disagree. The UAC5 needs the random jam to make up for the high dps, range, and fire rate advantage it has over the AC5. As for the idea of die-roll vs. skill based, The skill is in the trigger discipline required to only shoot it once it has completely reloaded.

#15 Monky

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Posted 12 March 2013 - 01:14 AM

To me, this seems like it should be basic functionality.

#16 Torquemada

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Posted 12 March 2013 - 01:27 AM

View PostAlois Hammer, on 11 March 2013 - 03:19 PM, said:


Sure it is. While we're at it, let's add 3rd person view, heat, and unlimited-ammo toggles. Same thing. :rolleyes:

You forgot invulnerability mode like MW4 had!

#17 Levi Porphyrogenitus

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Posted 04 June 2013 - 07:42 AM

A toggle for double-fire mode is necessary.

Bring the AC5 to the same base fire rate as the UAC5, and give the UAC5 a toggle to enable double-fire mode. The AC5 will then be competitive, while the UAC5 will retain a burst DPS advantage when double-firing, giving it a unique advantage (and not penalizing it by forcing it to be in double-fire mode all the time, and thus risking jams even when you don't want it to).

#18 -Seneschal-

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Posted 04 June 2013 - 08:27 AM

Even the slightest buff and you will have everyone running around with UACs. The UAC5 is devastating, and paired with ac2s or other UACs, it goes from being streaky to just dealing catastrophic burst damage for its tonnage. As far as macros go you can most certainly program a macro for the UAC5, I made one that very rarely jammed despite only giving the reload something like 50ms of play. Ultimately I scrapped it because I felt it to be obscenely unfair to the players who put considerable effort into timing their shot.

#19 HiplyRustic

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Posted 04 June 2013 - 08:45 AM

No thanks. The UAC5 is the weapon I have done the most damage with in this game, both in a 3 UAC5/3 MLas Ilya and a 2 UAC5/2 AC2 'Phract 4. The potential for blowing someone apart in seconds is mitigated beautifully by the "Oh nuts...fire...please fire...OMG FIRE! ah crap..." potential and it makes for more fun, not less. ;)

The UAC5 is designed to deliver insane damage, but it's built to reload so damn fast that it's always hovering on the edge of disaster for the pilot who relies on it. It's a weapon made for a gunslinger; if it doesn't fail on him he wins and if it fails he either runs like hell or he dies. That's perfect for me.

Edited by HiplyRustic, 04 June 2013 - 08:54 AM.






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