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Burstfire Uac 0% Jam Idea -- Charge Up!(Looky Looky Looky!)


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Poll: Most Awesome UA mechanic idea (20 member(s) have cast votes)

Would you like burst fire charge up?

  1. YEs (5 votes [25.00%])

    Percentage of vote: 25.00%

  2. No (15 votes [75.00%])

    Percentage of vote: 75.00%

  3. Abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 ManDaisy

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Posted 11 September 2013 - 09:17 AM

Ok before you all go no I think you should read the thing in full.

1) First off, uacs would be able to fire on a partial charge.

UAC cooldown normal, 1.10 seconds. A partial charge of .50 seconds fires would act as a normal shot.

2) The Longer you charge, the more bullets fire out.
charging for 2.20 seconds fires 2 bullets in a short succession. Charging for 6.60 seconds fires a stream of 6 bullets in a short succession. There is 0% possibility to jam.


3) The Longer you charge, the longer you have to wait proportionally for its cooldown.
Due to there being 0% possibility to jam, if you held the weapon charge for 6.60 seconds, you now must wait 6.60 seconds for the weapon to cooldown before you can use it again.



The end result is you will still have stream fire, just it wont be nonstop while still being 100% predictable making it skill based.





Expanding this idea into future UACs


UAC 20 -- Normal cooldown 2.93 seconds -- charge 6-7 seconds = 2 shots in short succession (40) damage
- 14 heat

UAC 10 -- Normal cooldown 1.8 seconds -- charge 6-7 seconds = 3 shots in short succession (30) damage
- 12 heat

UAC 5 -- Normal cooldown 1.10 seconds -- charge 6-7 seconds = 6 shots in short succession (30) damage
- 6 heat

UAC 2 -- Normal cooldown .36 seconds -- charge 6-7 seconds = 17 shots in short succession (34) damage is - 17 heat


Implement my idea DAMNIT!

Edited by ManDaisy, 11 September 2013 - 09:46 AM.


#2 blinkin

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Posted 11 September 2013 - 11:07 AM

doesn't really follow the lore (i don't care too much but the TT purists will probably scream bloody murder) but as a game mechanic i like it.

#3 Griffinhawk

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Posted 11 September 2013 - 11:21 AM

I had a similar idea. Instead of a charge up I was thinking about recoil. For each shot after the first when shooting faster than a standard AC5, your spread gets worse (similar to JJ shake except not as extreme) until you stop firing or slow your RoF. So you would be spreading your damage across a few hit locations. Similar to an lbx spread. But I like where you're going.

#4 infinite xaer0

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Posted 11 September 2013 - 12:29 PM

No, because this mechanic walks over how rotary auto cannons are supposed to work. All, PGI has to do is lower the uac5's dps, and preferably without over-thinking the solution.

#5 Mech Wrench

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Posted 11 September 2013 - 07:24 PM

dual UAC 20 mech can burst fire 80 damage? talk about high alpha... my trip UAC5 muromets would then burst fire a 90 alpha with your charge up function (include med. laz = 105 alpha)

#6 Delas Ting Usee

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Posted 11 September 2013 - 07:46 PM

There is something to what the OP came up with - the charge idea...hmmm, I kinda like it. Having said that I voted 'no'. After what was done to the Gauss, I'm against any kind of Nerf/change cause it'll probably come back unusable - look at PGI's track record, they're probably too busy with CW to really focus on balance issues anyway.

#7 Karl Streiger

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Posted 11 September 2013 - 11:18 PM

View Postinfinite xaer0, on 11 September 2013 - 12:29 PM, said:

No, because this mechanic walks over how rotary auto cannons are supposed to work. All, PGI has to do is lower the uac5's dps, and preferably without over-thinking the solution.

Well no Rotarys will not charge... they will simple fire when you press the button and the longer you hold the butten the higher the chance that your weapon jams.

BTW: the UAC has allready overwritten the "unjam" mechanic of the RAC.

View Postblinkin, on 11 September 2013 - 11:07 AM, said:

doesn't really follow the lore (i don't care too much but the TT purists will probably scream bloody murder) but as a game mechanic i like it.


You know - the worst design flaw of MWO - was the strictly development form figures from TT....
Its absurd.
and the current discussion about the UAC proves me right.

The second shot was a game mechanic of round based game that hadn't values or handling for RoF - like for example Heavy Gear.
So the introduction of second shot - was EIGHTER the reason that PGI give in to the shouting of purists OR they haven't got a single man in their team that was able to see beyond the pure figures of TT damage values.

And i really don't know what of both cases is worser.

#8 Commander Kobold

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Posted 12 September 2013 - 10:52 AM

Or just make the U/AC double fire when you hold the trigger down instead of being automatic... sort of a two round burst at the risk of jamming

#9 Cewelowic

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Posted 12 September 2013 - 11:13 AM

I like the implementation shown here.

http://www.youtube.c...uOfN6Bc9A#t=930
UAC's always burst fire, and fire different numbers of rounds depending on calibur. UACs also dont cause screenshake unlike regular AC's. The UAC20 shown here overheats at 5 consecutive shots, and has a long cooldown compared to holding fire. UAC20's actually only have about 40% more dps compared to the original in this implementation, and the loss of screenshake reduces their dueling potential. Makes a meaningful choice if you want the damage or the gumballs that shake.

Edited by Cewelowic, 12 September 2013 - 11:23 AM.


#10 General Taskeen

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Posted 14 September 2013 - 11:44 AM

View PostCewelowic, on 12 September 2013 - 11:13 AM, said:

I like the implementation shown here.

http://www.youtube.c...uOfN6Bc9A#t=930
UAC's always burst fire, and fire different numbers of rounds depending on calibur. UACs also dont cause screenshake unlike regular AC's. The UAC20 shown here overheats at 5 consecutive shots, and has a long cooldown compared to holding fire. UAC20's actually only have about 40% more dps compared to the original in this implementation, and the loss of screenshake reduces their dueling potential. Makes a meaningful choice if you want the damage or the gumballs that shake.


That's the sane way to balance Ultra's - and the last good and balanced implementation of UAC's in a Mech Warrior game in MW:LL. Since MWO strictly takes "TT" damage values - it will fail with some weapons to find the right edge of balance - as what we have now is quite insane for certain weapon mechanics like the UAC.





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