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Ultra Ac/5 - Locks Up To Much


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#1 Badconduct

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Posted 19 June 2013 - 08:32 PM

This gun locks up to much in combat.

Doesn't seem necessary to me.

#2 General Taskeen

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Posted 19 June 2013 - 09:04 PM

Well you see people talk about not wanting rolling dice in MWO.

And UAC has rolling dice built in.

In all seriousness, it needs a revamp.

Edited by General Taskeen, 19 June 2013 - 09:04 PM.


#3 Ace Selin

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Posted 19 June 2013 - 09:58 PM

Actually im ok with the trade off, sure it locks up fairly quickly sometimes, yet other times it keeps going.

#4 DarkDevilDancer

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Posted 20 June 2013 - 03:53 AM

Well if they were following the TT the first jam would stop the gun firing for the rest of the match, so really is a few seconds so bad?

When it does not jam it is a fearsome thing.

#5 MeiSooHaityu

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Posted 20 June 2013 - 05:50 AM

Nah, UAC5 is fine the way it is. It is the cost of having an A/C 5 with potentially twice the fire rate.

#6 Nunspa

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Posted 20 June 2013 - 05:52 AM

View PostBadconduct, on 19 June 2013 - 08:32 PM, said:

This gun locks up to much in combat.

Doesn't seem necessary to me.

load some ML on your build.. jam up.. laz away.. then switch back..

ultras are fine the way they are.. I run with a 3 ultra/3ml Illia...

#7 MeiSooHaityu

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Posted 20 June 2013 - 07:38 AM

View PostNunspa, on 20 June 2013 - 05:52 AM, said:

I run with a 3 ultra/3ml Illia...


Me too. Good build

#8 ShadowbaneX

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Posted 20 June 2013 - 07:53 AM

The uAC/5 isn't a primary weapon, it's more of a back-up weapon, or if you're playing a heavy, a weapon to run in pairs. If you're running something like, yes, it's probably going to jam too often and you'll be frustrated. If you're running a bigger mech, you can pair them up (or with an Ilya triple them up) at which time they work much much better and can deal a staggering amount of damage.

Should one happen to jam, you'll have the other weaponry to use to back it up so it's not that much of a problem.

That said, it does seem to have the issue in that it jams inversely proportionally to how desperately you need it to fire...and playing my K2 with two of them, both of them typically seem to jam whenever I'm facing an Assault mech.

#9 NoahVD

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Posted 20 June 2013 - 08:05 AM

I have two on my Atlas D-DC and I enjoy them. It does bum me out when I fire one round out of them and they jam. Other times they bring the pain.

#10 General Taskeen

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Posted 20 June 2013 - 10:46 AM

Nope The Ultra guns in this game are NOT fine. Please exercise foresight.

What happens when you have a gun that utilizes FULL damage for each individual shell? You create imbalance issues and skirting around it by creating rolling dice features in an attempt to keep it 'balanced.' So basically, there are two problems with them currently. On the one hand, there is the full damage double-shot, better cool down, combined with a 'jam' that takes control away from the user.

This is the problem in MWO when PGI attempts to cater to straight up damage values and allows, for instance, all AC's to do a single full damage shot. Following from how they did a regular AC, they simply made the UAC fire 2 shells that do the same damage.

This will create enormous problems if they keep with the current concept when UAC/2's, UAC/10's, and UAC/20's are implemented. People think AC/2's are annoying now? Well, enjoy some double 2's for the price of one, or a UAC/10 that shoots two 10 damage shells, or an UAC/20 that shoots two 20 damage shells.

Think of annoying it would be to play as a Clan Mech when all they use is LB-X guns, which the LB 10-X is already useless, but at the same time they also use UAC/s which would be rather hit or miss. On the other hand, they would have more enormous alpha damage than anything in the game and potentially frustrate the user by the current concept of "Hold down trigger, game is rolling dice for me, ah damn I jammed, I rolled 2d6." So basically you might as well strip off any LB-X and UAC off a Clan mech and strap on Clan ER PPC's, Lasers, SSRMs, or Clan Gauss.

Another example. 6x Clan UAC/2's, weighing far less than an IS AC/2, going from the current UAC logic, would have a cool down less than 0.5 seconds, already providing better DPS if not 'double-shelling,' but if double shelling you would get 24 damage or more every second.

Edited by General Taskeen, 20 June 2013 - 10:50 AM.


#11 Badconduct

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Posted 20 June 2013 - 07:57 PM

View PostShadowbaneX, on 20 June 2013 - 07:53 AM, said:

The uAC/5 isn't a primary weapon, it's more of a back-up weapon, or if you're playing a heavy, a weapon to run in pairs. If you're running something like, yes, it's probably going to jam too often and you'll be frustrated. If you're running a bigger mech, you can pair them up (or with an Ilya triple them up) at which time they work much much better and can deal a staggering amount of damage.

Should one happen to jam, you'll have the other weaponry to use to back it up so it's not that much of a problem.

That said, it does seem to have the issue in that it jams inversely proportionally to how desperately you need it to fire...and playing my K2 with two of them, both of them typically seem to jam whenever I'm facing an Assault mech.


Still messing with my new Jager. 1 gauss, 2 LL 1 UAC.

I found the jam was to frequent.

I more or less use it to make you duck for cover while I reload.

I have no idea how it compares to the A/C's, or the TT rules. I just think it locks up to much.

I don't really have a suggestion either.

#12 ShadowbaneX

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Posted 20 June 2013 - 08:42 PM

View PostBadconduct, on 20 June 2013 - 07:57 PM, said:

Still messing with my new Jager. 1 gauss, 2 LL 1 UAC.

I found the jam was to frequent.

I more or less use it to make you duck for cover while I reload.

I have no idea how it compares to the A/C's, or the TT rules. I just think it locks up to much.

I don't really have a suggestion either.


Yeah, but you're still using it as a secondary weapon, like I suggested. If your depending on a uAC/5 to be your big source of damage you're going to be in trouble. If you're using it as a back-up, like you are for your Gauss then you should be fine. It does jam too often, but you're using it in such a way so that jam isn't fatal.

#13 Levi Porphyrogenitus

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Posted 20 June 2013 - 08:46 PM

UAC5s would be decidedly OP if they did not jam. As it is now, they are still very strong even with jamming and their base fire rate without double firing is way too high (and the AC5 is too low even with the recent buff).

#14 MeiSooHaityu

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Posted 21 June 2013 - 05:39 AM

View PostLevi Porphyrogenitus, on 20 June 2013 - 08:46 PM, said:

UAC5s would be decidedly OP if they did not jam. As it is now, they are still very strong even with jamming and their base fire rate without double firing is way too high (and the AC5 is too low even with the recent buff).



Yea, they were. When I started in closed beta, UAC5s did not jam...at all. EVERYONE used them because there was no reason not to play with a reliable double tap AC5. I think what they have now is good.

Plus, if you have been on here a while, you will remember when you had to unjam the UAC5 manually by un-assigning and re-assigning the UAC5 to each of the 6 fire groups. Now THAT was a mess.

#15 Otto Cannon

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Posted 21 June 2013 - 06:13 AM

I do use them on certain builds, but I'd much prefer if they were just slightly more rapid firing than a standard AC5 without the doublefire ability or jamming. A weapon that's randomly either OP or jammed is just annoying.

Edit: Perhaps they could be the pulse lasers of the autocannon class if they were given faster fire rate and more ammo per ton than an AC5 but weighed the extra ton and had shorter range.

Edited by Otto Cannon, 21 June 2013 - 06:15 AM.


#16 Khanahar

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Posted 21 June 2013 - 11:46 PM

The best suggestion I've seen on this to increase the skill involved without imbalancing the weapon is making it so that the chance of jamming is a function of how much you've double-tapped with it recently. So a formula like:
0 double taps in last 10s, 0% chance of jam on shot
1 double tap in last 10s, X% chance of jam
2 in last 10, 2X%
3...4X%
4...8X%
And so on.
Also, the double tap delay will have to be increased when UAC/20s roll around. If it's not proportional to recycle time, the HBK-IIC will rule the roost.

#17 Andodx

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Posted 22 June 2013 - 01:08 AM

View PostKhanahar, on 21 June 2013 - 11:46 PM, said:

The best suggestion I've seen on this to increase the skill involved without imbalancing the weapon is making it so that the chance of jamming is a function of how much you've double-tapped with it recently. So a formula like:
0 double taps in last 10s, 0% chance of jam on shot
1 double tap in last 10s, X% chance of jam
2 in last 10, 2X%
3...4X%
4...8X%
And so on.
Also, the double tap delay will have to be increased when UAC/20s roll around. If it's not proportional to recycle time, the HBK-IIC will rule the roost.

being able to write a macro is not the skill you meant, but is what a mechanic as this will bring forth.

#18 VonRunnegen

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Posted 22 June 2013 - 01:15 AM

Don't double tap and you've got a high dps weapon that doesn't jam. UACs are pretty darn good as they are right now, much better than the normal AC5. I do fear the introduction of further UACs as they could easily be stupily powerful.

#19 Training Instructor

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Posted 22 June 2013 - 02:41 AM

I find they work really well in pairs, especially if they're in the same location. Had a lot of success with them in my HGN-C, as being on the arm means they don't get shot out at the beginning of the match like they do when you put them in the torso of a DDC.

If I had any wish for the UAC5, it would be for the trigger touch to be a bit more friendly to heavy fingers. As it is now, you have to really lightly touch your trigger to only fire one shell. Anything more than a split second tap results in double-fire, even when you don't want it. This of course leads to annoying jams.

#20 SgtMagor

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Posted 22 June 2013 - 03:05 AM

Uac5 may be good for some peeps, but not me. rather have the AC5, AC2, or even machine guns before I would use it.





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