Uac5 Overpowered? Are You Kidding Me
#21
Posted 11 September 2013 - 06:25 PM
#22
Posted 11 September 2013 - 06:41 PM
#23
Posted 11 September 2013 - 07:13 PM
FIX: give double shot a nasty heat penalty like apply Ghost Heat to the double shot mode of the UAC5 as soon as you have more then one of them doing it. That way a single UAC5 gets the benifit of being an Ultra AC but runs a litle hot if you push it... having three of them doubleshoting gives you a triple Ghost Heat penalty. Also reduce the RoF to that of an ordinary AC5 but keep the increased range. Seems balanced?
Edited by Sam Slade, 11 September 2013 - 07:16 PM.
#24
Posted 11 September 2013 - 07:43 PM
Edited by Lorcan Lladd, 11 September 2013 - 07:43 PM.
#25
Posted 11 September 2013 - 07:49 PM
TOGSolid, on 11 September 2013 - 03:54 PM, said:
There is still plenty of risk because a UAC/5 still jams and jams often alot of time only after a shot or two. If you are now using a single UAC/5 in place of a Gauss for example, you still find yourself S.O.L. alot when you absolutely need maximum firepower.
Honestly it is only the mutilple UAC/5 builds that can be devestaing but that could be fixed by simple ghost heat to make it impossible to sustain firing two at once.
#26
Posted 11 September 2013 - 07:55 PM
#27
Posted 11 September 2013 - 07:58 PM
Here's the deal with UAC/5. You can put 3 of them on a 'Mech, which means each trigger pull hits like a Gauss Rifle, and you can fire off half a dozen bursts before one Gauss Rifle would have recharged and fired again. People who don't know how to use the UAC will still get their ***** kicked, but the skilled will shred everything in their path until the nerf hammer smashes yet another FOTM problem that should have been solved by a decent heat system instead of random Ghost Heat and bizarre firing rates. The end.
#28
Posted 11 September 2013 - 08:14 PM
Viktor Drake, on 11 September 2013 - 07:49 PM, said:
There is still plenty of risk because a UAC/5 still jams and jams often alot of time only after a shot or two. If you are now using a single UAC/5 in place of a Gauss for example, you still find yourself S.O.L. alot when you absolutely need maximum firepower.
Honestly it is only the mutilple UAC/5 builds that can be devestaing but that could be fixed by simple ghost heat to make it impossible to sustain firing two at once.
stop it before i am forced to b!tch slap you.....
people don't like the ghost heat system!! haven't you read any of the other posts in the gameplay balance today???...
http://mwomercs.com/...-heat-must-die/
and did you even read any of the other posts in this thread before commenting???
#29
Posted 11 September 2013 - 08:31 PM
#30
Posted 11 September 2013 - 08:42 PM
#31
Posted 11 September 2013 - 08:47 PM
General Taskeen, on 11 September 2013 - 03:53 PM, said:
I wish the Ultras operated like they do in Living Legends, where they simply have their own internal "heat" bar, that heats up faster than regular ACs. Seems like a win-win; better burst fire, no pot luck and a drawback of sustained fire.
#32
Posted 11 September 2013 - 08:50 PM
#33
Posted 11 September 2013 - 08:55 PM
Viktor Drake, on 11 September 2013 - 07:49 PM, said:
There is still plenty of risk because a UAC/5 still jams and jams often alot of time only after a shot or two. If you are now using a single UAC/5 in place of a Gauss for example, you still find yourself S.O.L. alot when you absolutely need maximum firepower.
http://mwomercs.com/...amage-analysis/
Oh look, a thread that shows how you're wrong complete with a 10000 shot simulation.
Edited by TOGSolid, 11 September 2013 - 08:56 PM.
#34
Posted 11 September 2013 - 08:59 PM
So even BEFORE the jam rate was reduced, I was doing all sorts of pwnage averaging 500-600dmg in many games with around 3-4 kills at least - and no-one complained. Of course, I died a hell of a lot as well through not being situationally aware and you do need a good team around you to ensure that you can flank and pick off lone mech boaters / the damaged ones.
Those people calling for UAC's to be nerfed to AC levels: might as well scrap the "Ultra" and let's all just fight with machine guns only and small pulse lasers - how about it - sounds like fair right?
#35
Posted 11 September 2013 - 09:05 PM
DirtyC, on 11 September 2013 - 07:55 PM, said:
dude you are spot on....
i just wish the dev's from PGI would listen to people like your self instead of every brain dead noob in the game that come here just to complain about dieing because they are to dumb to move out of the way or they stand in 1 spot with no cover for to long!!!
#36
Posted 11 September 2013 - 09:15 PM
Primetimex, on 11 September 2013 - 08:59 PM, said:
So even BEFORE the jam rate was reduced, I was doing all sorts of pwnage averaging 500-600dmg in many games with around 3-4 kills at least - and no-one complained. Of course, I died a hell of a lot as well through not being situationally aware and you do need a good team around you to ensure that you can flank and pick off lone mech boaters / the damaged ones.
Those people calling for UAC's to be nerfed to AC levels: might as well scrap the "Ultra" and let's all just fight with machine guns only and small pulse lasers - how about it - sounds like fair right?
It's like listening to all the Splatcat lovers trying to defend their stupidity all over again.
#37
Posted 11 September 2013 - 09:48 PM
TOGSolid, on 11 September 2013 - 09:15 PM, said:
Tripple UACs were good before, and are arguably.. too good now. I'm not convinced they are more OP than many other weapons, though, at least not entirely. They're definitely popular, since they are far easier to use than than competing weapons, like the Gauss Rifle, which many people don't want to adapt to.
That said, I've seen some evidence that they may be severely overpowered in 12v12 environments. I think returning the jam rate would fix them, because they got "double buffed" in a way - PPCs got knocked down and they got knocked up, bringing them higher on the totem poll.
I would be all for new firing mechanics for them, though, because I am really enjoying that aspect of the Gauss. Let's see something more skill based and easier to control than dice rolling.
Edited by Victor Morson, 11 September 2013 - 09:49 PM.
#38
Posted 11 September 2013 - 09:51 PM
UAC5 as a solo weapon is mediocre, in pairs it's formidable. Only when 3 are packed together it becomes overpowered due to the sheer amount of initial dps.
Implement a heat penalty on using more than 2 and we're done here.
#39
Posted 11 September 2013 - 10:07 PM
Colonel Pada Vinson, on 11 September 2013 - 08:50 PM, said:
and they weren't that OP considering you have to get with in 270 meters to get the full damage of the weapon and jager's are so easy to take down!!!! another classic example of noobs crying about something because thay are {Scrap} players and died!!!
DeadlyNerd, on 11 September 2013 - 09:51 PM, said:
UAC5 as a solo weapon is mediocre, in pairs it's formidable. Only when 3 are packed together it becomes overpowered due to the sheer amount of initial dps.
Implement a heat penalty on using more than 2 and we're done here.
this is a reply i gave the last guy with the same idea....
akpavker, on 11 September 2013 - 08:14 PM, said:
stop it before i am forced to b!tch slap you.....
people don't like the ghost heat system!! haven't you read any of the other posts in the gameplay balance today???...
http://mwomercs.com/...-heat-must-die/
and did you even read any of the other posts in this thread before commenting???
Edited by akpavker, 11 September 2013 - 10:09 PM.
#40
Posted 11 September 2013 - 10:11 PM
IF the pilot chooses to fire before the cool-down, it should 'queue' and fire once it hits the 50%-mark of cool-down through the normal rate cycle (or immediately, once it has passed 50%), only THEN it should have a chance to jam.
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