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Thoughts On The Uac5


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#41 GMAK

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Posted 08 September 2013 - 04:47 PM

Luck base gun. Can be good sometimes. I mean it really does a lot of damage sometimes but I don't really like it. I prefer my dual ac10 and aclb10. I also prefer the ac2.

#42 Pale Jackal

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Posted 08 September 2013 - 05:11 PM

The fact that the UAC5 has a quicker refire rate than the AC5 has always bugged me.

Why not give the UAC5 the same reload speed as an AC5, with a 15% jam chance if you HOLD the trigger down? It's incredibly annoying that the reticle indicator DOES NOT indicate when a full reload has occurred, but does when a half-reload has occurred.

Or just change the indicator so that it turns orange when a full reload has occurred, so it's easier to prevent a jam if you're paying attention.

#43 Livewyr

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Posted 08 September 2013 - 05:28 PM

View PostIron War, on 08 September 2013 - 04:07 PM, said:

By itself it is not OP its when they are boated.


That's a self defeating statement.

If it is truly balanced by itself, it's balanced when multiple.

(See former PPCs)

#44 JadenKorrDevore

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Posted 08 September 2013 - 06:25 PM

I have run UACs since I started and the big thing I have noticed is the fact that even with only a 15% jam rate it still jams WAY more often than I think it should. I have rarely run them in singles. Always run them two at a time and having both of them jamming at the same time or with in a few miliseconds of each other is rather high. To someone with no clue how to macro it seems a fair trade off. I can't really use it for extended periods with out more than a few jams.

#45 japes

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Posted 08 September 2013 - 07:05 PM

I've been running a triple UAC5 Muromets for the last few nights. I have never been so highly rewarded for playing so badly, and that includes playing a 4PPC/Gauss Misery prior to the ghost heat introduction.

It needs a number adjustment before the rework - either revert back to the 25% jam chance or increase the time between shots. The current DPS it can put out at 15% make using it without thought (holding the trigger as opposed to timing to prevent jams) too beneficial - weapons like the UAC5 should be powerful when used by a skilled player (and not just someone using a macro), not less rewarding.

Edited by japes, 08 September 2013 - 07:06 PM.


#46 Dreadp1r4te

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Posted 08 September 2013 - 07:28 PM

Honestly, if the UAC goes back to its previous jam chance, this game will be the most playable it's been in a long time.

#47 MightyMeatShield

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Posted 09 September 2013 - 12:01 AM

View PostKhobai, on 08 September 2013 - 11:17 AM, said:

Yeah except that it is overpowered. It does more dps than an AC/20, with the range of a Gauss, generates little or no heat, and can be macro'd to circumvent the entire jamming downside.


View PostIntruder, on 08 September 2013 - 01:30 PM, said:

I think it's OP and far too prevelant now : it's THE weapon to have now that the Gauss and PPC got nerfed silly.

It's practically "Jagermech with UAC5s or ****"


View PostDreadp1r4te, on 08 September 2013 - 07:28 PM, said:

Honestly, if the UAC goes back to its previous jam chance, this game will be the most playable it's been in a long time.


What these people said (more or less).

#48 Lefteye Falconeer

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Posted 09 September 2013 - 12:07 AM

UAC 5 is being "tweaked" in the next patch, September 17th, so please be patient. This has been officially confirmed by Russ Bullock.

Posted Image

#49 King Picollo

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Posted 09 September 2013 - 12:29 AM

They seem to be getting the balance closer, after this gets a nerf i can't see anything else being OP.

#50 El Death Smurf

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Posted 09 September 2013 - 12:33 AM

my largest concern is in the practicality of present decisions on future mechanics. How will our current version of UAC5s translate to future UAC2-20. a jamming percentage is fine by me, but does need to increase for the 5s. I also think the standard fire rate should increase to match AC5s. the future Ac's would be fine with UAC2s matching current ac2s, but with a 10% jam chance. UAC5s at 25% UAC10s at 50% and UAC20s at 75%. just my thoughts. I think a "skill based" jam effect could prove problematic, and you cant make UACs into RACs.

#51 Mad Cow Jenkins

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Posted 09 September 2013 - 12:38 AM

There was quite a few suggestions of how to change the UA5 in the past which is not surprising given how bad it will go when UAC10 or 20 hits the market. I think i would prefer it was more a firing mechanism then a jam mechanism, such that when you "activate" the mechanism it would say fire of 3 shots in faster succession ala 500 ms between each shot, then the weapon would need to cooldown/reload, this would then be increase with UAC10 with 900 ms between each shot and UAC20 with say 1600ms between each shot.
I guess whats gonna happend though is that they set ghost heat on the third UAC5, which will be the band aid for now. I am all fine for that as there are more important issues untill other UAC´s are introduced.

#52 van Uber

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Posted 09 September 2013 - 12:47 AM

Introduce recoil for UACs?

#53 sC4r

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Posted 09 September 2013 - 12:49 AM

buffing uac was unnecessary it was ok even before... now its a bit too much

like now i dont bother to safe fire it, never stop firing until im convinced he is dead or i cant hit him (or run out :) )

i would say reverting the buff would be ok

#54 hashinshin

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Posted 09 September 2013 - 02:43 AM

View PostEl Death Smurf, on 09 September 2013 - 12:33 AM, said:

my largest concern is in the practicality of present decisions on future mechanics. How will our current version of UAC5s translate to future UAC2-20. a jamming percentage is fine by me, but does need to increase for the 5s. I also think the standard fire rate should increase to match AC5s. the future Ac's would be fine with UAC2s matching current ac2s, but with a 10% jam chance. UAC5s at 25% UAC10s at 50% and UAC20s at 75%. just my thoughts. I think a "skill based" jam effect could prove problematic, and you cant make UACs into RACs.

You could do two things:

A. Make it so you can't refire until half way through the CD (making it so AC20s had to wait 2 seconds until refire)
B. Make it so that each AC had a different "time until overheat" With the AC2 you could fire 5 seconds until overheat. AC5 was 3.5 seconds, AC10 is 2 seconds, AC20 is jam whenever you double shot.

That would mean UAC10 could fire, special fire, then fire and jam. The UAC20 would jam on any second shot. Etc.

#55 Cale MacKenna

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Posted 09 September 2013 - 02:50 AM

The real issue with the UAC/5's and the builds that pack 2 - 4 of them is that most of those people run macros with it that time the fire rate perfectly. This causes an issue that makes it so the Ultra Autocannon 5's do not jam at all or if they do it is very rare. PGI claims to be looking into these 3rd party programs and is supposed to be finding a fix for them.

#56 Vassago Rain

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Posted 09 September 2013 - 03:08 AM

View PostCale MacKenna, on 09 September 2013 - 02:50 AM, said:

The real issue with the UAC/5's and the builds that pack 2 - 4 of them is that most of those people run macros with it that time the fire rate perfectly. This causes an issue that makes it so the Ultra Autocannon 5's do not jam at all or if they do it is very rare. PGI claims to be looking into these 3rd party programs and is supposed to be finding a fix for them.


Just remove the single shot aspect from the gun. It shouldn't even be there. The more different the weapons are from each other, the better.

#57 Karenai

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Posted 09 September 2013 - 03:28 AM

First of all, the problem is, you can put three UAC/5 on one mech. You cannot put three Gauss rifles on one mech. Even two UAC/5 are a monster. The only downside you have is you need to look at your taget the whole time. But:
Massive range, massive DPS, almost no jam, plenty of ammo, the weapon has HP and does not explode.
I see packs of Ilyas, sometimes six or more per team and they shred everything.
Buffing the UAC/5 was a case of "we don't play the game unless very, very high". Or the balance guys always running with a single Gauss, nothing else on his Centurion.

#58 William Chase Davion

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Posted 09 September 2013 - 03:33 AM

I've been using UAC5's since long before the most recent patch. It is (and has been for some time) my favorite weapon.

My opinion is to reduce it's regular fire rate to match AC5, and leave the chance to jam on double tapping where it is.

Also, a toggle could be added to it to control double tapping. Have double tap disabled by default (single shots at AC5 rate, 0% chance to jam). When the toggle is activated, all shots are double with a chance to jam. (Testing would be needed with this idea to see if jam chance needs to be adjusted up or down from what we have currently.)

#59 Kitane

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Posted 09 September 2013 - 04:04 AM

We can expect any of this:
- increase of jamming chance (meh)
- reduction of range
- recycle rate increased to1.5s, dual shot recycle rate 0.75s
- increase of jam duration (+ 5-20s, bwahahaha)
- ghost heat nerfbat
- random weapon offset for the second shot...

The recycle rate should be normalized anyway, no UAC should fire faster in single-shot mode than its corresponding AC. They could increase both AC5 and UAC5 a little bit after that, but UAC5 shouldn't fire faster.

Last options in italics are intended only as "horror" options, based on PGI's previous balancing history.

Edited by Kitane, 09 September 2013 - 04:04 AM.


#60 Haitchpeasauce

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Posted 09 September 2013 - 04:56 AM

Just one word: Wow.

Enjoy UAC5's while they last.

I haven't had a mech this easily deadly since Streakcats.





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