

Ultra Ac/5 - Locks Up To Much
#1
Posted 19 June 2013 - 08:32 PM
Doesn't seem necessary to me.
#2
Posted 19 June 2013 - 09:04 PM
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
Posted 19 June 2013 - 09:58 PM
#4
Posted 20 June 2013 - 03:53 AM
When it does not jam it is a fearsome thing.
#5
Posted 20 June 2013 - 05:50 AM
#8
Posted 20 June 2013 - 07:53 AM
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
Posted 20 June 2013 - 08:05 AM
#10
Posted 20 June 2013 - 10:46 AM
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
Posted 20 June 2013 - 07:57 PM
ShadowbaneX, on 20 June 2013 - 07:53 AM, said:
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
Posted 20 June 2013 - 08:42 PM
Badconduct, on 20 June 2013 - 07:57 PM, said:
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
Posted 20 June 2013 - 08:46 PM
#14
Posted 21 June 2013 - 05:39 AM
Levi Porphyrogenitus, on 20 June 2013 - 08:46 PM, said:
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
Posted 21 June 2013 - 06:13 AM
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
Posted 21 June 2013 - 11:46 PM
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
Posted 22 June 2013 - 01:08 AM
Khanahar, on 21 June 2013 - 11:46 PM, said:
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
Posted 22 June 2013 - 01:15 AM
#19
Posted 22 June 2013 - 02:41 AM
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
Posted 22 June 2013 - 03:05 AM
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