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Thoughts On The Uac5
#61
Posted 09 September 2013 - 04:57 AM
How I would balance it:
-cooldown 1,5 just like the regular AC5
-UAC5 ammo explodes for 15 damage
That way you'll tone down its damage, keep UAC5 "builds" efficient and force players to think how to deal with it besides coring it's CT.
#62
Posted 09 September 2013 - 06:11 AM
here are my findings:
The average DPS of a 20% jamming UAC is ~ 4.2
The average DPS of a 15% jamming UAC is ~ 5.1
However what means UAC?
It means that the weapon is more potent in dealing more damage in a shorter time period at the cost of reduced ammo.
Well that means per defenition the standard firing mode of the UAC 5 is allready all you need.
The double shot is just a bonus. (although average 6,6 shots before jam with 3 UAC are almost 200dmg in less than 7sec)
So what about an overall increase of RoF - for a reduced chance to get a jam?
- Jam at 10%
- Jam Removing 9sec
- RoF 1.4 sec
- gives a average DPS of 4.1 using double fire
- give an average DPS of 3.5 using single fire
#63
Posted 10 September 2013 - 03:08 AM
#64
Posted 10 September 2013 - 05:29 AM
Vassago Rain, on 09 September 2013 - 03:08 AM, said:
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.
Sort of like how the LB-X traditionally could carry slug and cluster ammo, and we just get cluster shots in this. I think the same thing, Ultra should be burst fire, but I think how they handle the burst should be different; rather than just firing two shots at once, I think there need to be some sort of recoil mechanic/random cone added. Not specifically for the Ultra AC/5, but for the the larger Clan Ultra AC/10's and 20's. Bigger the gun, bigger the recoil with Ultra cannons. If you don't compensate for the recoil, your second shot may miss. It would still let the UAC's do tons of damage, just not as concentrated, especially when you slave multiples together.
#65
Posted 10 September 2013 - 05:46 AM
Let the UAC5 start with ROF of the AC5. Hold down the trigger and it will get Faster after every shot. (Just a little). There ist a bar that rises over time to a specified point. If the point is reached. The weapons jams for a few seconds. That´s beacause of heat which is generated through the the long fire period. Stop shooting, the bar gets down.
-> better than the ac5 not overpowered and still usefull in pairs and single. And without a macro
Edited by Drake Grayson, 10 September 2013 - 05:46 AM.
#66
Posted 10 September 2013 - 05:47 AM
My belief is that they need to examine the AC5 and UAC5. The AC5 and UAC5 need to have the same cooldown (1.25) and same ammo of ammo per ton (30). The advantage the UAC5 should have is the ability to double tap with a chance to jam. The double tap mechanic needs to be selectable, as in you click for the double tap, hold trigger for single fire. Jam rate needs to be examined, possibly 20%?
#67
Posted 10 September 2013 - 12:17 PM
#68
Posted 10 September 2013 - 01:01 PM
Or old Jamming.
I think I didnt get demolished by it so far tho. But I felt how strong it is.
#69
Posted 10 September 2013 - 04:33 PM
#70
Posted 10 September 2013 - 04:35 PM
#71
Posted 10 September 2013 - 05:17 PM
http://mwomercs.com/...-jam-weirdness/
#72
Posted 10 September 2013 - 06:48 PM
Edited by lockwoodx, 10 September 2013 - 07:01 PM.
#73
Posted 10 September 2013 - 06:57 PM
For my $0.02 Jamming is a poor game mechanic. Dice rolling doesn't make for good balance.
Just remove the double shot mechanic and have it fire in a triple burst of 1.66 damage bullets per shot. Advantage over AC/5 is fire rate/dps, disadvantage is extra weight and damage spread on moving targets. Gives it an actual niche role in ballistics, makes use of those three spinning barrels and makes it different to the AC/5 without making it obsolete.
#74
Posted 10 September 2013 - 06:59 PM
Edited by lockwoodx, 10 September 2013 - 07:01 PM.
#75
Posted 10 September 2013 - 07:03 PM
Kaldor, on 10 September 2013 - 05:47 AM, said:
My belief is that they need to examine the AC5 and UAC5. The AC5 and UAC5 need to have the same cooldown (1.25) and same ammo of ammo per ton (30). The advantage the UAC5 should have is the ability to double tap with a chance to jam. The double tap mechanic needs to be selectable, as in you click for the double tap, hold trigger for single fire. Jam rate needs to be examined, possibly 20%?
Son as a weapons enthusiast if you told me your weapon had a 20% jam rate I would laugh in your face and tell you to go back to mechanical engineering school.
It needs to be 3%. And it needs to remove the weapon from the mech's arsenal til match end. Then it matches TT
It's rate is still too high.
#76
Posted 12 September 2013 - 05:24 AM
Lugh, on 10 September 2013 - 07:03 PM, said:
It needs to be 3%. And it needs to remove the weapon from the mech's arsenal til match end. Then it matches TT
It's rate is still too high.
Suspend your disbelief for a moment. This is a videogame. If there is no mechanic effecting the UAC5 to give it a downside, its is clearly, far and away more powerful than the AC5. The weapon jamming permanently until the end of the match is not an option. Remember, this is not tabletop.
Also, Im not your son. And yeah, Marines from '93 to '96, so Ive put my share of rounds down range from everything from .17HMR all the way to .50 BMG, so yeah, also a weapons enthusiast.
#77
Posted 12 September 2013 - 06:08 AM
Farix, on 07 September 2013 - 09:42 AM, said:
AC10 nerf ? like that will ever happen XD
#78
Posted 12 September 2013 - 06:11 AM
Lugh, on 10 September 2013 - 07:03 PM, said:
It needs to be 3%. And it needs to remove the weapon from the mech's arsenal til match end. Then it matches TT
It's rate is still too high.
TT has an advanced rule that allows you to clear a jam if you don't fire your weapons for one turn. You duck under cover and didn't fire. That is 10 seconds of cool down to unjam an Ultra.
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