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Uac5 Is Becoming As Mandatory As Ams


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#81 Jesus Box

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Posted 07 September 2013 - 12:59 AM

View PostTOGSolid, on 06 September 2013 - 10:48 AM, said:

What we have right now is functionally a RAC, not a UAC. Also, if you think the UAC wasn't worth it before then you really need to buy your weed from somewhere else because your dealer is cutting yours with some nasty ****. That last buff was completely unecessary because the UAC was already a really strong weapon.


Don't worry they will surely nerf it next because they turned it into a FOTM weapon which everyone now uses and everyone else cries about. This is the cycle they've created. After that, it'll be something else. When you cater, you create FOTM builds when people will cycle to after you needlessly wrecked the one they used before. The newbs then switch their complaints to it, and it is then nerfed next. We should give this a name, the "Catering Fail Syndrome" sound good? This is now patented by the Jesus Box. Unauthorized use will be dealt with by the wrath of holy lightning bolts.

#82 Demos

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Posted 07 September 2013 - 02:19 AM

View PostKhobai, on 05 September 2013 - 09:10 PM, said:

Balancing the UAC/5 is super easy.

1) increase the UAC/5's cooldown to 1.5, so it fires single shots at the same rate as the AC/5, just like in tabletop, which consequently also prevents macro abuse.

2) decrease the UAC/5 jam rate to 10%, because with the cooldown of 1.5, double shots would be balanced with only 10% jam.

Jamming should be an uncommon occurrence because no one in their right mind would design a weapon that jams 25% of the time. Even 10% is too often, but thats whats required to balance the UAC/5 at 1.5 cooldown.

This.

Would also be good to account for the UAC/10 and /20.
With the current model an UAC/20 would fire every ~ 3sec, without Ultra-mode. This would be too much...

#83 kapusta11

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Posted 07 September 2013 - 03:53 AM

Newbies instead of whining should learn how to play, otherwise there always be op weapons. The only reason why there are so many uac5 users is because gauss nerf, not a nerf actually, it just takes skill now so newbies can't use it anymore. Guys running uac5 always have xl engines, carry a lot of ammo (legs mainly) and if they have bad aim you can finish them off by moving and shoting but what most important they are restricted to jaggers and ilyas, first have enormous side torsos, second hold their weapons low. PGI should just give it a time and people find out how to counter them with something else besides nerf topics, OR if they do want to nerf then a simple heat penalty while shoting 3 of them will probably be enough (can't see any other way without affecting anyone who uses it as a support weapon or just 2 of them (which is pretty balanced at the moment)).

Edited by kapusta11, 07 September 2013 - 05:32 AM.


#84 JuiceKeeper

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Posted 07 September 2013 - 04:14 AM

I dont think they are so OP, there is definitly influx of uac5 becouse of it got changed and also gauss and ppc got changed so people are trying new things. I had it before on ilya, and for some time i was running almost basic build,and i put them back after they got patched.they still jamming even when u have all 3 of them in chain fire and they still jamm on 1st shot or all 3 of them get locked, so i think there is still trade off for using them.

#85 Shadowsword8

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Posted 07 September 2013 - 04:31 AM

View PostAutobot9000, on 05 September 2013 - 11:57 AM, said:

It's not perfect, it is overpowered. It was nearly overpowered before the patch, very borderline. But now, that PGI listened to a few whiners, who can't play and won't learn it with a patch like this either, now it's a complete joke.


I lost what little remained of my faith in PGI the day they decided that 2 gauss firing together wouldn't get a heat penalty, but that 3 LL would get it, as if they were ERPPC.

And then one of their subsequent ask-the-devs gave me a clue. PGI doesn't balance MWO based on what the veterans do, but on what the newbies do. One optimised build is OP? They ignore it, because we're not supposed to optimise. Until the issue grow so commonplace that they can't ignore it anymore. One single UAC5 doesn't do all that much damage, and is frustrating when it jam? No problem, let's reduce jamming from 25 to 15%, and we're good to go. Right?

#86 Jesus Box

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Posted 07 September 2013 - 05:43 AM

They aren't interested in balancing the game at all. They're just interested in catering the game to newbs that want weapon X Y and Z nerfed to the toilet. Rather than listen to the people that actually know MW and how to play this; they're listenin to the newbs that just cry about whatever gun killed them. Eventually, the game will be so watered down and even more braindead easy than it already is that it'll have absolutely no competitive presence. I can already top scores every game with little to no effort while everyone around me has horrible builds, shuts down regularly, can't hit, has gutter damage scores, and stands around in open taking bullets until they fall down. But those are the folks they're taking advice from. For some reason. Those folks don't want a balanced game. They just want whatever disrupts their braindead strategy to get nerfed, which is what LRMs and snipers did. They punished bad players that sat around in open. Thus they are the guns everyone complained about.

#87 Sir Ratburger

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Posted 07 September 2013 - 06:09 AM

You are right - I have 2 Uac5's on my Cataphract 4x and 2 AC2's.

went round a corner and a Atlas and a Jenner where waiting for me (this was at the start of the game so we where all at full health and armour), blew the Atlas's core out and then turned on the jenner and blew him up, they where both firing away with all they had but I just killed em faster... I did kill myself by overheating which should not of happened, I sort of panic hit the O key and kept firing... after all, my armour wasn't even breached yet hehehe! ;)

Edited by Sir Ratburger, 07 September 2013 - 06:10 AM.


#88 l33tworks

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Posted 07 September 2013 - 06:26 AM

Well I don't macro or chain fire. I just hold the button down or click it, and using dual uac5 mine stil jam like crazy. They jam every 2-3 seconds or so.

#89 Steel Claws

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Posted 07 September 2013 - 09:28 AM

Yeah they are looking at it next but I doubt we'll like what they do - probably give it a wind up time delay. What I think would be good is get rid of the jamming altogether and make the firing rate exactly the same as the regular AC 5 but with the chance to double tap at say around 20%. That would make it worth the extra ton and slot while making it unique and would also work for the larger UACs. This would be a simple easy solution and should be a win win.

Edited by Steel Claws, 07 September 2013 - 09:28 AM.


#90 Pezzer

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Posted 07 September 2013 - 10:07 AM

Jam rate needs maybe a 5% increase, but otherwise I think it's fine personally.
Sorry if this came out of nowhere, read the first couple posts and thought I'd voice my opinion between matches >.>

#91 CravenMadness

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Posted 07 September 2013 - 10:18 AM

heh heh.. wind up ... I'd actually love to see those minigun looking turrets, rotating as the shells are launched. ... The uac5 and the ac5 look a lot different. Otherwise, nothing much constructive to add... I used ultras before they were 'cool' ... I'll use ultras when they're nerfed. I like 'em.

#92 ColonelMetus

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Posted 07 September 2013 - 10:25 AM

uac is fine go die in fire bro

#93 Tezcatli

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Posted 07 September 2013 - 10:26 AM

They'll probably increase the jam rate or they'll add it to the ghost heat. The more likely scenario. Then at least 2 of them can still be good on lighter mechs. And 3 can require some heat management on bigger mechs.

#94 Raso

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Posted 07 September 2013 - 10:41 AM

I ran dual UACs on my Jager along side dual medium lasers for a bit. The ammo stores were very much an issue late game. I can only imagine the sort of trade offs a triple UAC Jager must have to make...

#95 Morashtak

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Posted 07 September 2013 - 10:41 AM

Would like to see the 0.75 double-tap mechanic be adjusted a bit;

Add/subtract a small amount of random time to 0.75, vary it by as much as .09 (0.66 to 0.84 second window) each firing cycle. Use a random number seed generated each match to keep a dedicated player from hacking the code. A macro trying to take it into account would keep the key held down but the mechanic could also incorporate a "on key up" / "on key down" 50% chance as well.

This means tor the average player - hold the key down to double-tap, release immediately for single shot.

For the current macro user - scrap your macro.

#96 Rhent

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Posted 07 September 2013 - 07:18 PM

View PostThe Boz, on 06 September 2013 - 05:35 AM, said:

So in order to beat a 3xUAC5 build, I need to be:
* out of the effective range of his weapon
* within the effective range of my weapon
How is that not advocating a sniper build? The UAC5 has pinpoint accuracy and full damage at 600 meters. Brawler weapons don't reach that far.
What happens when you're in a brawler? Shooting the leg off a mech does nothing to decrease his combat effectiveness in relation to yours, because you can't run faster than he can turn.
What happens when you're a huge mech that can't use cover for ****, and exposes himself for a good two seconds of free fire before his weapons clear whatever house or hill he was hiding behind?
Bottom line: taking critical damage within three seconds of being spotted is ********.
And yes, before you ask, I do carry a UAC5 in my build now. The power of that weapon is obscene.


Do you use cover in the game or do you wade out in the open med lasers blaring on a target rather than use a building to provide cover? I've seen a lot of bads rush after the Jenner making themselves choice targets for side and back shots. I run brawlers and I don't have a problem closing on uac5 boats.

#97 Straften

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Posted 07 September 2013 - 07:54 PM

@ OP: L2P

#98 Devilsfury

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Posted 07 September 2013 - 08:33 PM

View PostStraften, on 07 September 2013 - 07:54 PM, said:

@ OP: L2P

ALways one moron. With all of the nerfs and changes lately, the game has changed again to the flavor of the month/months. I agree that 90% of people that use to use PPC/Gause combo now use 2 UAC 5s. It has become almost manditory because UAC5s are grossly overpowered. You know its rediculous when you can watch a team mate do 12 double pumps in a row with 3 UAC5s. Its so stupid. Yeah yeah, everyone wants to keep their flavor of the month weapon. Anyone with 2 UAC5s on it will do 300+ damage and anyone good will do 600+ every game. Lame..... BTW, ive seen some of my buds do 800+ 10 or more games in a row with the super dakka dakka.

#99 Dedzone

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Posted 07 September 2013 - 09:51 PM

I use a 3x UAC/5 Ilya build and it rocks. But you know what I DONT do? I don't go running out into the open so everyone, esp. the 3x UAC boat can rip me the shreds. In a very good game I have done 1200+dmg. In a bad game, I've done 60. And no, I have never used a marco in my life.

A weapon only shoots things. Its the pilot behind the controls who decides how long it lives.

Learn to pilot your mech and even a 3x UAC boat isn't of much use. Stop blaming the game for everything that happens and start looking in the mirror. I'll be damned if I'm going to let this game become WOW online simply because whiners like you think they should kill everything in a few shots and own the world and be able to tank 12 mechs shooting them!
If you are truly that bad of a pilot, I might suggest a different game if you aren't willing to put the effort in to become better.

Edited by Dedzone, 07 September 2013 - 09:56 PM.


#100 AC

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Posted 07 September 2013 - 10:27 PM

I feel the jamming is about perfect. What is wrong is they fire so dang fast. They don't need to fire that fast, just faster than the AC5. the UAC5 should be balanced so that people consider the AC5 as a viable weapon as well, but for the most part all I am seeing is UAC5 boats every where I turn. And while we are on the topic of AC's... WHY THE HECK IS THE IMPULSE FROM THE AC2 SO HIGH! I get hit with an AC20 and it feels like a love pat, I get hit with chain fired AC2's and I can't even see out my cockpit!





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