Edited by lockwoodx, 05 September 2013 - 11:46 AM.
Uac5 Is Becoming As Mandatory As Ams
#1
Posted 05 September 2013 - 11:45 AM
#2
Posted 05 September 2013 - 11:54 AM
lockwoodx, on 05 September 2013 - 11:45 AM, said:
All they need to do is increase the jam chance back to 25%, which incidentally is exactly what PGI is looking to do in the near future. Garth said as much on the last NGNG podcast.
#3
Posted 05 September 2013 - 11:56 AM
My JM6-DD also still jams quite often. Usually at least 1 in any 3 second period and potentially both, leaving me with just 2xAC2...
#4
Posted 05 September 2013 - 11:57 AM
#5
Posted 05 September 2013 - 11:59 AM
#6
Posted 05 September 2013 - 12:13 PM
Rather than drop the nerf hammer on them, perhaps fix the goofy heat and weight issues with LPL, so us energy folk have an answer to the uac5.
#7
Posted 05 September 2013 - 12:17 PM
And no, it is a terrible Atlas brawler weapon. You have to stay facing your target. An AC20 is far more useful and effective.
#8
Posted 05 September 2013 - 12:18 PM
lockwoodx, on 05 September 2013 - 11:45 AM, said:
Maybe I missed a memo....why is "tryhard" an insult now? Is it better to not try, or something?
#9
Posted 05 September 2013 - 12:18 PM
I'm hoping that means a change to fundamental mechanics, similar to what Gauss/PPC got.
Flamers could go many different ways, but that's not relevant to this thread.
My hope for the UAC5 is that it shifts from a faster-firing AC5 that can double tap if you don't macro it (current form) to a high-rate-of-fire burst weapon system that offers actual different core functionality to the standard AC5.
Make the UAC line fire one bullet per AC rating (2 for UAC2, 5 for UAC5, etc.), doing 1 damage per round, at, say, 1 round per 0.1s (0.5s for a single UAC5 burst), with the ability to fire a second burst much sooner than a standard AC5 can fire a second slug. This will offer a totally different experience for the UACs compared to the standards, while still retaining superior DPS, while also leaving room for the Rotary ACs to be full-on rotary cannons that fire continuously (since Ultras will be burst weapons).
If this happened, they could probably leave the jam chance nice and low, or even remove it altogether if the overall DPS didn't get to be too crazy. A lot would depend on how quickly the gun could cycle between individual bursts.
#11
Posted 05 September 2013 - 12:35 PM
So nobody other than Kaffeangst should use it.
Edited by PEEFsmash, 05 September 2013 - 12:36 PM.
#12
Posted 05 September 2013 - 12:43 PM
#13
Posted 05 September 2013 - 12:44 PM
Edited by Grey Ghost, 05 September 2013 - 12:45 PM.
#14
Posted 05 September 2013 - 12:44 PM
RG Notch, on 05 September 2013 - 12:28 PM, said:
It's in the same style as n00b v nolifer. A n00b is anyone who plays less than me, a nolifer is anyone who plays more than me, and a tryhard is anyone who plays better than me.
Which of course means there are no such thing as tryhards in MWO...
#15
Posted 05 September 2013 - 12:50 PM
lockwoodx, on 05 September 2013 - 11:45 AM, said:
There is nothing perfect about it. The only reason it is so common now is that PGI keeps reducing our options. The Gauss was precieved as a good all around ballastic weapon. PGI nerfs Gauss. Gauss no longer precieved as a good all around weapon. People look for other good ballastic weapons. People see UAC/5. People mount UAC/5. Simple as that.
Same with PPC/ER PPC. People see them as good, PGI nerfs, People don't see them as good anymore, People find another energy weapon to replace them, probably the LL. Then of course someone like you will come on and complain about how OP and mandatory the LLs are. Cycle repeats.
Edited by Viktor Drake, 05 September 2013 - 12:51 PM.
#16
Posted 05 September 2013 - 12:52 PM
Grey Ghost, on 05 September 2013 - 12:44 PM, said:
If they did that, I'd be happy.
As it is, 15% might be low, but I felt 25% was too high. 20% might be just right.
#17
Posted 05 September 2013 - 01:02 PM
#18
Posted 05 September 2013 - 01:07 PM
Swervedriver, on 05 September 2013 - 01:02 PM, said:
Doubling internals would be better. It'd make critical hits far more meaningful, and would not have many of the problems that pumping more armor into the combat economy would introduce. Plus, it'd be regularized across all mechs, rather than disproportionately impacting specific builds.
I'd also expect to see a further boost to ammo count if they increased survivability in any way.
#19
Posted 05 September 2013 - 01:12 PM
Thing is now that instead of seeing a Gauss Rifle on those Atlas and Highlanders like you used too you are going to see 2 UAC-5's and all those shredding Jagermechs will find themselves shredded instead. Excellent against Light mechs, much better than the Gauss.
Before we all get out the nerf bat, the problem is that MWO's mechs are too weak. The weapons were very well balanced before any ghost heat or desync nerf was added, but the mechs were not tough enough for that balance. It's just a more realistic way way to view the problem. Realistic, meaning you can fix this easily.
#20
Posted 05 September 2013 - 01:13 PM
lockwoodx, on 05 September 2013 - 11:45 AM, said:
You should just quit.
Someone is always going to kill you with something, you can't nerf everything...
Boating UAC5s has trade offs. If you can't learn to exploit these and have to whine on the forums, then there is no hope for you.
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