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Uac5 Overpowered? Are You Kidding Me


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#41 Johnny Reb

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Posted 11 September 2013 - 10:12 PM

I personally think a slight (20% lock up chance?) reduction is OK, however, as someone stated earlier, only the real slow or stationary get the brunt of multi uac5.

Edited by Johnny Reb, 11 September 2013 - 10:14 PM.


#42 PropagandaWar

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Posted 11 September 2013 - 10:13 PM

View PostGeneral Taskeen, on 11 September 2013 - 03:53 PM, said:

Mmm, that's nice, but that lacks foresight.

Current programming and featuring of UAC has to go, unless people would like to experience the insanity of double-shot, 2x20 damage UAC/20, if current UAC/5 programming stays.

Third of all, the rolling dice jam also has to go. Does not belong in a real-time game.

That being said so does 2.5 streak damage unless they up Serms. I would like consistency now not rebalancing later. It's not hard to have the foresight that when streak 4's and 6's come out they will be just leathal. I don't know why they felt streak 2's were supposed to be better than SRM 2's other than lock. I understand why people didn't use streak 2's it was the same reason people didn't use srm 2's for the most part. Why PGI doesn't see that is beyond me.

#43 LongJohnSilver

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Posted 11 September 2013 - 10:18 PM

View PostLivewyr, on 11 September 2013 - 04:12 PM, said:

I took a triple UAC5 Ilya out once into River City.. It felt dirty. I flanked the enemy attacked from behind, one at a time. Most of them didn't have time to turn around before they were dead, cored through the back. I think I ended that with 6 kills and only about 500-600 damage..

UAC5 is not balanced..at all.

It needs jam rate increased to 20%, and it needs to have the natural RoF (RoF without the double shot) reduced to that of the AC5..


Finally someone that understands how OP they are. When coming up against a Triple UAC Jager or Cataphract you have so little time to get out of the way and even if you make it out you wont be in good shape.

#44 Johnny Reb

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Posted 11 September 2013 - 10:18 PM

View PostPropagandaWar, on 11 September 2013 - 10:13 PM, said:

That being said so does 2.5 streak damage unless they up Serms. I would like consistency now not rebalancing later. It's not hard to have the foresight that when streak 4's and 6's come out they will be just leathal. I don't know why they felt streak 2's were supposed to be better than SRM 2's other than lock. I understand why people didn't use streak 2's it was the same reason people didn't use srm 2's for the most part. Why PGI doesn't see that is beyond me.

Only thing I can think of is, now random for streaks, focused for non. I am sure it will be changed, especially when better streaks are available.

Edited by Johnny Reb, 11 September 2013 - 10:19 PM.


#45 Demos

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Posted 11 September 2013 - 10:19 PM

No nerf for the UAC/5, but an adjustment.

As stated before, cooldown like AC/5, then a lowered chance for jamming (10%) and an increase of ammo back to 30 shots/ton (no difference of ammo load in original rules).
Yeah, the damage (and DPS) of this UAC/5 would be more in line with current weapons, and due to lower heat and (a bit) more ammo there is room for a back-up ML... :)

#46 Johnny Reb

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Posted 11 September 2013 - 10:22 PM

I feel, the uac is gonna be nerfed into {Scrap} cause it is the new target.

#47 Iron War

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Posted 11 September 2013 - 10:24 PM

NICE TROLL

I ran 3 UAC5 9 Tons ammo on my Myromets 6 months ago and I thought it was OP now it is the EASY BUTTON. anyone that is having trouble running these r not using enough of them . . .

Fix it by raising the Cooldown to that of an AC5 and jam rate to 20% but i think PGI has other things instore for it.

#48 Mad Dog Morgan

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Posted 11 September 2013 - 10:26 PM

20% jam rate sounds close to where it should be. 25% was a tad much, and 15% is too little. They've got to find the goldilocks zone with it, because right now, it's the flavor of the month/week until changes are made. Beforehand, the AC5 standard was a reliable, accurate ballistic that had a great amount of range and a reasonable number of slots, and the tradeoff for the UAC5 was reliability and tonnage/ammo-per-ton and slots.

They could probably bump the jam rate to raspberry and make the jam time longer.

Edited by Vaskadar, 11 September 2013 - 10:28 PM.


#49 akpavker

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Posted 11 September 2013 - 10:36 PM

View PostJohnny Reb, on 11 September 2013 - 10:22 PM, said:

I feel, the uac is gonna be nerfed into {Scrap} cause it is the new target.


you are correct to assume this sir!!!PGI will destroy this weapon in some manner of way like they did the gauss simply because of nubs that cant play the game.

View Postakpavker, on 27 August 2013 - 08:30 PM, said:

from personal experience %50 of the people in this game deserve to die because they are dumb and do stupid things. the only drawback to this is they come to the forums and call for nerfs and if it keeps on going we are going to end up with "mech warrior pillow fight online"


#50 blinkin

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Posted 11 September 2013 - 10:41 PM

because i feel a natural compulsion to pee on any thread MadCat02 creates i shall add my own experiences. this is all based on the OLD UAC5 BEFORE the heat was increased on the PPC and the jam rate reduced on the UAC5 (you know a few weeks ago when everyone was complaining about PPC/ERPPC.

i have a hunchback 4G. i originally created it as a grind build to finish training up another hunchback that i have owned for a very long time. i fought with this machine for months trying to find a configuration that could at least earn me a little XP. then i decided to try something. i kept this idea away from my brother and friends because i knew they would immediately say it was stupid and would fail. in that hunch i crammed 2x UAC5 and an AC2 (no other weapons beyond that). to manage this i had to use a 170 standard engine (with full pilot skills the thing tops out at 60kph). it has a grand total of 10 double heatsinks. endosteel internal structure. and as much ammo as i could cram inside it, 5 tons of UAC5 and 2 tons of AC2 ammo.

it murders everything. this is by far one of the easiest to use mech builds i have ever found. no macros, i don't even use any separate weapon groups. i point the hunch and hold down the trigger. i almost always get at least 3 kills. even the "horrible" sniper build stalkers and the poptart build highlanders. i simply held down the trigger and bored a hole through their chest in a matter of seconds. the brief time that they were alive they spent with a screen full of explosions, constant shaking, and plenty of noise. i regularly stood still and roshamboed healthy, fully armed assault mechs. it doesn't hurt that the weapons all have a strong optimal range as well, so i can mangle assault mechs out at 600m.

light mechs were a little bit of a challenge to hit but the steady stream of fire would always end up on them. while they took a little more concentration and time to defeat, they died just the same.

i have since completed the hunchback skill tree and my 4G has earned a permanent spot within my garage solely from it's raw killing power. again all of this was experienced BEFORE the PPC was nerfed and the jam rate on the UAC5 was buffed.

#51 TOGSolid

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Posted 11 September 2013 - 11:11 PM

View PostVaskadar, on 11 September 2013 - 10:26 PM, said:

They could probably bump the jam rate to raspberry and make the jam time longer.


Oh god, my sides.

Quote

you are correct to assume this sir!!!PGI will destroy this weapon in some manner of way like they did the gauss simply because of nubs that cant play the game.

>Claims the gauss is destroyed
>Declares everyone else to be noobs.

Posted Image

Edited by TOGSolid, 11 September 2013 - 11:13 PM.


#52 Astrolux

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Posted 11 September 2013 - 11:31 PM

I really don't think that the UAC5 is overpowered but it is extremely inconsistent with it's damage. Which I understand is both its benefit and its weakness. However with the current jam rate and some lucky dice rolls you can core someone out extremely quickly giving the impression that the weapon is overpowered where as the other 9/10 your UAC5s would jam and there would be no issue. They need to keep them strong but find a way to make them more consistent all around, whether it be skill based or something else completely. It's just too RNG to be in a shooter.

#53 Der_Goetz

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Posted 12 September 2013 - 12:15 AM

View PostDrake Grayson, on 11 September 2013 - 11:46 PM, said:

There is a problem with uac5. i think this weapon is a better version of the ac5. So they should start with ROF of ac5 and make the shots faster over time like a gatling. Like in other FPS the stationary machine gun. You could fire to a timepoint since the weapon got to hot and jam. This is a logic consequence and a good one.

You have with this advantages over the ac5 but the weapons is not overpowered. It is a brawler and supportfire weapon then.

Just my 2 cents.


#54 Orkhepaj

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Posted 12 September 2013 - 12:38 AM

(I pilot one myself) ... yeah defend your little op baby
uac5 is so retardly op , insane dps which easy to aim and very good range
strange every other system my mech can withstand to an extend , but vs uac it just melts,twisting or not

Edited by Orkhepaj, 12 September 2013 - 12:38 AM.


#55 JudgeDeathCZ

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Posted 12 September 2013 - 01:29 AM

I still do not understand why basic RoF is not same as AC/5 .

#56 Der_Goetz

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Posted 12 September 2013 - 01:34 AM

I don´t know what i am doing so i buff/nerf a weapon. :)

#57 DeadlyNerd

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Posted 12 September 2013 - 01:36 AM

View Postakpavker, on 11 September 2013 - 10:07 PM, said:



this is a reply i gave the last guy with the same idea....

ghost heat is here, it's queer and it's not going away. Rather make good use of it than set it aside as a completely failed feature like 3PV.

#58 Erebus Alpha

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Posted 12 September 2013 - 01:38 AM

View PostMadCat02, on 11 September 2013 - 03:42 PM, said:

What PGU really needs to do is to buff useless weapons like AC2,AC10 and LB10
</p>You just described the AC-2, AC-5, AC-10, AC-20, SRM's, LRM's, Streaks, PPC's, lasers & pulse lasers, flamers, machineguns, and gauss rifle. They need to start globally buffing all of these useless weapons.
Or better yet, go back to original armor values. There's no reason a duel should ever last more than a few seconds. Short target engagement times were the grand pitfall of every mechwarrior game, and the problem runs rampant here.

Edited by ABFalcon, 12 September 2013 - 01:40 AM.


#59 Devils Advocate

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Posted 12 September 2013 - 01:39 AM

View PostTOGSolid, on 11 September 2013 - 03:47 PM, said:

I like how there is a thread on the front page that mathematically demonstrates the the double shot is out of whack and yet you still made this post.

He's the guy who made the 11th topic on the Gauss rifle being broken now so he doesn't read the boards he just comes to post about whatever other people are mad about.

#60 Livewyr

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Posted 12 September 2013 - 03:58 AM

Idea! They could give it a "Spin up time!" (It looks like a 3-barrel gatling cannon right now anyways..)

Have the barrels require spin up time before each burst of shots! (let off the "trigger" and the barrels slow to stop, hit trigger again, barrels must spin up before shooting... single shot usage would be stupid.. but who cares...)


/troll





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