@pgi The Uac5 Changes Need To Happen Sooner Than Later
#1
Posted 11 September 2013 - 08:52 PM
#2
Posted 11 September 2013 - 09:02 PM
#3
Posted 11 September 2013 - 09:05 PM
1. Put an ammo loader key for ballistics BEFORE you can even fire a single shot - when an ammo runs out in a particular location - press the reload ammo key!
2. Make the doubleshot a random chance
3. Increase the jam rate to 50%
4. Might as well put ghost heat on those successful double shots while you are at it (don't tell anyone)
5. When the weapon jams - don't make it auto un-jam, make the user press some key combinations (a-la puzzle type), eg ALT-SHIFT-R, or CTRL-ALT-R randomly on-screen to un-jam.
If all these measures don't balance out the UACs - I don't know what will!
#4
Posted 11 September 2013 - 09:08 PM
#5
Posted 11 September 2013 - 09:13 PM
#6
Posted 11 September 2013 - 09:16 PM
#7
Posted 11 September 2013 - 09:28 PM
#9
Posted 11 September 2013 - 10:52 PM
#10
Posted 11 September 2013 - 11:09 PM
#11
Posted 11 September 2013 - 11:14 PM
Rat of the Legion Vega, on 11 September 2013 - 11:09 PM, said:
At least UACs sound cool and most of the pugs can't aim for **** so they're a lot more tolerable.
Edited by TOGSolid, 11 September 2013 - 11:14 PM.
#12
Posted 11 September 2013 - 11:37 PM
TOGSolid, on 11 September 2013 - 11:14 PM, said:
I bet one of the first questions that comes to mind as they mess around in the mechlab is: "Why does this LBX autocannon thing cost twice as much as the awesome ULTRA autocannon?"
#13
Posted 11 September 2013 - 11:38 PM
Back in Closed Beta it took a long long time to kill individual mechs, more time for superior aiming/damage spreading/positioning skill to show itself.
#14
Posted 11 September 2013 - 11:43 PM
Primetimex, on 11 September 2013 - 09:05 PM, said:
1. Put an ammo loader key for ballistics BEFORE you can even fire a single shot - when an ammo runs out in a particular location - press the reload ammo key!
2. Make the doubleshot a random chance
3. Increase the jam rate to 50%
4. Might as well put ghost heat on those successful double shots while you are at it (don't tell anyone)
5. When the weapon jams - don't make it auto un-jam, make the user press some key combinations (a-la puzzle type), eg ALT-SHIFT-R, or CTRL-ALT-R randomly on-screen to un-jam.
If all these measures don't balance out the UACs - I don't know what will!
OR, we could just undo the buff from 2 patches ago...
#15
Posted 11 September 2013 - 11:46 PM
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.
#16
Posted 11 September 2013 - 11:49 PM
And then they buffed the UAC5.
Let's recap real quick.
The UAC5 was arguably one of the top 3 ballistic weapons in the game, so they decided it needed to be buffed. Now, since they removed earthquake-cockpit-shake in late 2012, players have been asking for the AC2 to be buffed. 6 months later, PGI actually nerfs the AC2 by introducing ghost heat. Wait a few more patches, what do they do? They change the reload time from 0.50 to 0.52. And they buff the UAC5.
If we're lucky, we'll get one or two weeks of relatively balanced gameplay (after, what, 18 months?) and then they will introduce the Clans with 16 new weapons and we're back to square 1. Do not pass Go. Do not collect 200 C-bills.
#17
Posted 12 September 2013 - 12:53 AM
#18
Posted 12 September 2013 - 01:23 AM
#19
Posted 12 September 2013 - 01:41 AM
Bring uac5's, or get ***** by uac5's.
Most rounds there is little other mechanic.
#20
Posted 12 September 2013 - 01:51 AM
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users