Wtf Were You Thinking With The Uac5 Jam Rate?
#21
Posted 05 September 2013 - 04:52 PM
Being cored while the rest of my mech is untouched is getting old.
#22
Posted 05 September 2013 - 06:34 PM
The Boz, on 05 September 2013 - 04:52 PM, said:
Being cored while the rest of my mech is untouched is getting old.
People have been asking about and asking for a cone of fire mechanic in this game since day one. Of the UAC got it then there would be a call for every weapon to have it. I'm not pro or con cone of fire, only relaying what will happen if its introduced for a major weapon.
On a side note MGs already have it.
#23
Posted 05 September 2013 - 06:55 PM
Hexenhammer, on 05 September 2013 - 06:34 PM, said:
On a side note MGs already have it.
take your UAC into the testing ground and try them, long long range. I swear I'm getting some spread in there. (Which after it's primary range bracket, I would be OK with, TBH)
#24
Posted 05 September 2013 - 10:35 PM
#25
Posted 06 September 2013 - 12:45 AM
You don´t have to tank those UAC5 with your Center Torso like a boss.
#26
Posted 06 September 2013 - 03:03 AM
1. Buff an underused weapon to a point where everybody and their dog at least tries it, and some people do crazy good with it. 2. Nerf it back to a reasonable level.
We are between step 1 and step 2 with the UAC, and every HSR improvement feels like step 1 for some weapons and some players. There is already talk of a new system for UACs, so just enjoy the super dakka while it lasts.
#27
Posted 06 September 2013 - 07:13 AM
Kin3ticX, on 05 September 2013 - 03:45 PM, said:
have no idea why they touched it.....
Well, really, the issue isn't so much the jam rate of one UAC5 but the combination of multiple UACs. Its kind of like when everyone was up in arms about SRMs, Gauss, PPCs, etc. It is never the single weapon in play but multiples and, in the case of the UAC5, the application of a macro to allow for the circumvention of the jamming mechanism. The original jamming code was god awful (who remembers needing to cycle through all of your weapon settings to get them unjammed?) so it naturally needed to be modified. The 10% that they came up with afterwards was too slight which led to the 3x UAC5 Ilyas. Then, they bumped up the jam rate to 25% which pretty much gutted anyone using only 1 UAC5.
I'm not sure if they'll do it or not but it would be nice if they dropped the jam rate down to 10-12.5% and then added additional chances to jam based on how many rounds were fired and/or how many other UACs you have. After all, the concept because the jam is force feeding ammo into the breach and we don't really have seperate ammo bins allocated to specific guns.
#28
Posted 06 September 2013 - 08:12 AM
The Boz, on 05 September 2013 - 03:53 PM, said:
Agreed. The random number seems so... out of place... as a built in "balancing factor." I've done some horrifying things with a pair of new, improved UAC5's on my Atlas D, and then other times they become 18-tons of paperweights thanks to sudden jams. It just feels like a bad mechanic, no matter the jam chance.
#30
Posted 06 September 2013 - 01:29 PM
Trauglodyte, on 06 September 2013 - 07:13 AM, said:
Well, really, the issue isn't so much the jam rate of one UAC5 but the combination of multiple UACs. Its kind of like when everyone was up in arms about SRMs, Gauss, PPCs, etc. It is never the single weapon in play but multiples and, in the case of the UAC5, the application of a macro to allow for the circumvention of the jamming mechanism. The original jamming code was god awful (who remembers needing to cycle through all of your weapon settings to get them unjammed?) so it naturally needed to be modified. The 10% that they came up with afterwards was too slight which led to the 3x UAC5 Ilyas. Then, they bumped up the jam rate to 25% which pretty much gutted anyone using only 1 UAC5.
I'm not sure if they'll do it or not but it would be nice if they dropped the jam rate down to 10-12.5% and then added additional chances to jam based on how many rounds were fired and/or how many other UACs you have. After all, the concept because the jam is force feeding ammo into the breach and we don't really have seperate ammo bins allocated to specific guns.
You 100% on the money with this and this illustrates the reason I am getting fed up with PGI's balancing attempts.
One single UAC/5 is fairly well balanced right now with the recent changes. Even two UAC/5s is fairly balanced. At three we have a problem. Same went for PPC/ER PPC. One or Two of them was never an issue, three or more was. LRMs, SRMs, same issue. Basically it is only when boated that any of these become an issue.
However, PGI decideds to balance them against the maximum amount you can fit on a mech and in the process totally guts the usefulness of these weapons in any build that doesn't boat them. I mean hell, I can't even manage the heat of 2 ER PPCs on my Stalker with 18 DHS as it overheats in about 3 shots. Totally ridiculous.
Anyway, PGI really needs to figure out another way to balance that doesn't involve totally destroying a weapons viability.
#31
Posted 06 September 2013 - 02:27 PM
When you hold down the trigger it has the SAME ROF as the regular AC5
You then have to double click the weapon again after it has fired to access the Double fire rate.
Click - Hold ---> Regular UAC5 and AC5 ROF
Click - let up - Click - Fired again at Double rate.
So basically spam clicking the mouse by to access double ROF.
Obviously Marco's can defeat this or macro mouse's so obviously we need some random chance of jamming to balance this.
Double rate has a 15% chance to Jam after double rate is engaged and every successive shot increases that jam chance by 10% to a max of 45%
So
1 - 0% chance to jam
2 - 0% chance to jam (Engages double rate of fire)
3 - 15% chance to jam (because this is the first shot after double rate was engaged)
4 - 25% chance to jam
5 - 35% chance to jam
6 - 45% chance to jam
7+ 45% chance to jam
Jamming a weapon now jams it for 10 Seconds.
Simple.
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