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Fixing the UAC/5 in a way that works for the entire UAC line is actually fairly trivial, conceptually at least.
a: Set all UAC/5 values equal to AC/5 values - i.e. 5 damage, 1.5s cooldown, etc (with the possible exception of range)
b: Allow the UAC/5 to, after an arbitrary delay (say .375s for the sake of argument) to fire a second shot while in cooldown, triggering a chance to jam (jamming will prevent the second shot firing).
c: Leave unjamming mechanic as is, but ensure that jam chances are independent when groupfired.
What this does is keep the AC variants viable, due to being cheaper for the same baseline effectiveness. It will also solve the issue of the 'doubletap' turning a pair of UAC/20s into an AC/80 shot - after which whether or not they jam would be a moot point. The delay before enabling the second shot means that it'll be much harder to ensure they hit the same component, and allow for defensive twisting (the biggest problem with frontloaded alpha builds at the moment being less the former, more the latter) whilst retaining the requirement for good trigger discipline to use the weapon properly, with the added bonus that simply being a bit 'heavy on the trigger' won't cause a doubltap - thus reducing the ability of UAC/5 users who want the extra firepower without the drawback to complain on the forums.
As a note, I picked .375s for the 'hard cooldown' because - assuming the r.o.f was set to 1.5 to match the AC/5 - it would constitute 1/4 of the weapon's cooldown. That would provide a reasonable arithmetic basis for establishing equivalent numbers for other UACs.
It's also worth noting that this would make ballistic using Clanners require a decent level of trigger control to maintain non-doubletap and thus 0%-jam firing. And stop potential Clan assaults putting an AC/160 round in someone's CT without recourse (assuming there's a Clan assault with a RA/RT/LT/LA spread of ballistics, if there is it's not coming to mind).
a: Set all UAC/5 values equal to AC/5 values - i.e. 5 damage, 1.5s cooldown, etc (with the possible exception of range)
b: Allow the UAC/5 to, after an arbitrary delay (say .375s for the sake of argument) to fire a second shot while in cooldown, triggering a chance to jam (jamming will prevent the second shot firing).
c: Leave unjamming mechanic as is, but ensure that jam chances are independent when groupfired.
What this does is keep the AC variants viable, due to being cheaper for the same baseline effectiveness. It will also solve the issue of the 'doubletap' turning a pair of UAC/20s into an AC/80 shot - after which whether or not they jam would be a moot point. The delay before enabling the second shot means that it'll be much harder to ensure they hit the same component, and allow for defensive twisting (the biggest problem with frontloaded alpha builds at the moment being less the former, more the latter) whilst retaining the requirement for good trigger discipline to use the weapon properly, with the added bonus that simply being a bit 'heavy on the trigger' won't cause a doubltap - thus reducing the ability of UAC/5 users who want the extra firepower without the drawback to complain on the forums.
As a note, I picked .375s for the 'hard cooldown' because - assuming the r.o.f was set to 1.5 to match the AC/5 - it would constitute 1/4 of the weapon's cooldown. That would provide a reasonable arithmetic basis for establishing equivalent numbers for other UACs.
It's also worth noting that this would make ballistic using Clanners require a decent level of trigger control to maintain non-doubletap and thus 0%-jam firing. And stop potential Clan assaults putting an AC/160 round in someone's CT without recourse (assuming there's a Clan assault with a RA/RT/LT/LA spread of ballistics, if there is it's not coming to mind).
Edited by Gaan Cathal, 16 June 2013 - 08:29 PM.