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@pgi The Uac5 Changes Need To Happen Sooner Than Later


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#21 Der_Goetz

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Posted 12 September 2013 - 03:24 AM

Balanced weapons need nerfs or buffs. It is not the problem that they change the weaponsstats. It is a problem how they change it. If they hadn´t change the uac5 and the ppc/gauss thing at the same time, the problem were not this big. But instead the people switched from ppc/gauss to uac5, cause it is easy and you get a lot.

I think if every weapon gets its own mechanic, the game is finaly balanced. So if the mechs gets individually quirks, there is a reason to play the mech.

Edited by Drake Grayson, 12 September 2013 - 03:30 AM.


#22 Joseph Mallan

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Posted 12 September 2013 - 07:23 AM

View PostKhobai, on 12 September 2013 - 12:53 AM, said:

UAC/5 just needs a 1.5 cooldown so it doesnt fire single shots faster than an AC/5. Simple as that. Fixes the double shot dps being too high also.

Problem is the Ultra is supposed to be able to fire twice as fast as a standard AC. So an Ultra AC5 should be able to put out as much damage as an AC10...
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But wait PGI has all ACs doing about the same damage within 10 seconds which is where the fail begins. :rolleyes:

#23 Xandre Blackheart

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Posted 12 September 2013 - 07:29 AM

Just add in a 1-2% chance for a permanent jam. Weapon is broken boo hoo. 9 tons of scrap.

Keep everything else like it is.

#24 Bront

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Posted 12 September 2013 - 01:39 PM

View PostJoseph Mallan, on 12 September 2013 - 07:23 AM, said:

Problem is the Ultra is supposed to be able to fire twice as fast as a standard AC. So an Ultra AC5 should be able to put out as much damage as an AC10...
...
...
But wait PGI has all ACs doing about the same damage within 10 seconds which is where the fail begins. :)


But that's not how it works.

UAC5 can single fire like an AC5, or double fire with a chance of jamming in TT.

possible easy fixes include:
1) Setting the ROF without a double shot to the same as the AC5 and keeping the jam mechanic (at 20% I think would be ok, maybe 25%)
2) Setting the ROF to something less, like 1.0 (33% faster) or .75 (double the fire rate) without the jam chance. I think something not quite double would work better here.

One of them fits TT pretty well, introduces some randomness and could be abusive if someone gets lucky (spam the button till you jam). The other removes the randomness but provides stability to a weapon that's supposed to be unstable.

While the UAC5 is clearly OP, I don't think the fix is that far away.

Now, watch PGI give it a charge up mechanic.

#25 TOGSolid

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Posted 12 September 2013 - 01:46 PM

Quote

Now, watch PGI give it a charge up mechanic.

Well, it does look like a chaingun.

(I kid!)

#2 wouldn't really be feasible just because it'd be a straight upgrade over the AC/5 for very little extra investment. #1 is basically what needs to happen in the short term and would set the weapon to how it functionally works in TT. From there, PGI could implement a more skill based solution down the line.

Edited by TOGSolid, 12 September 2013 - 01:46 PM.






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