Edited by 12Bravo, 15 September 2013 - 02:20 PM.
Uac5 Ammo
#1
Posted 15 September 2013 - 02:19 PM
#2
Posted 15 September 2013 - 03:44 PM
Also, macros don't make uac's consume ammo faster, they make it fire slower. In fact, using any kind of macro with a UAC5 right now nets you _less_ DPS.
Using a macro with a UAC is the sign of a player who either lacks an understanding of how they work, feels they are overpowered and deliberately wants to limit their damage, or is just plain bad at the game.
UAC5's do higher burst damage (twice as much) and higher damage over time firing in ultra mode, even accounting for jams.
#3
Posted 16 September 2013 - 08:41 AM
#4
Posted 16 September 2013 - 04:26 PM
#5
Posted 16 September 2013 - 04:36 PM
I don't see that as a problem, considering that the UAC5 has generally been more desirable than the regular AC5, despite the recent changes.
#6
Posted 16 September 2013 - 04:39 PM
Deathlike, on 16 September 2013 - 04:36 PM, said:
I don't see that as a problem, considering that the UAC5 has generally been more desirable than the regular AC5, despite the recent changes.
That's an illusion though. The canister for the UAC/5 may be slightly different to allow for the faster rate of fire, but the capacity (ammo per ton) is the same and the ammo itself is the same. That's what I mean.
Edited by Tweaks, 16 September 2013 - 04:40 PM.
#7
Posted 17 September 2013 - 03:26 AM
#8
Posted 09 June 2014 - 08:12 AM
#9
Posted 09 June 2014 - 08:19 AM
Making UAC5 and AC5 ammo the same would have a big difference, if one match your UAC is constantly in situations where the double fireing is used, you'd normally run out faster than the AC5 you could also have equiped with it. Then the UAC would have a sort of 'reserve' ammo that is intended to be for the AC5.
#10
Posted 31 July 2016 - 02:18 PM
#11
Posted 31 July 2016 - 02:30 PM
Lowering the ammo count might work but there is an alternative that makes carrying large amounts of downright dangerous.
It's a 2 step process that doesn't take much programming skills to accomplish. As a bonus it's gives the Flamer a certain role.
Step 1 - Ammo explosions used to be a thing to fear. Nowadays a tonn of ammo that gets destroyed has a 10% chance of exploding.
Increase that chance drasticly. Such as 33% or even 50% chance of explosion.
Step 2 - Make the flamer have a very high such as 75% or 90% chance to detonate ammo that is not protected by armor.
This would make it extremely dangerous to carry large amounts of ammo no matter what the weapon it's for.
As a bonus this would discourage boating ammo consuming weapons. A lot of you will say that it will lead to an laser/PPC boating craze.
It will not do that if we get an energy draw system into MWO.
Everything would consume energy including using JJ's and of course firing weapons.
Even running at full speed twisting arms and torso would consume energy but not more than the mechs reactor can produce constantly.
Energy weapons would consume the most energy while firing a box of LRM's wouldn't consume much energy.
Gauss might have a demand for energy to charge up but otherwise AC's and MG's would have next to no energy consumption if any at all.
If a recoil system is added there is even more reason not to boat ballistics. Furthermore missiles would gain their advantage over energy and ballistic weapons of not drawing much energy and not having recoil.
If MWO became like this we would have a high chance of having mechs like in the lore. Mechs that had a bit of everything in their weapon loadouts.
Firestarter with flamers and medium lasers for medium to close range work and maybe an ER LL for long range work.
This would also raise TTK because of less boating, fewer alpha strikes and less pinpoint damage.
Edited by Spleenslitta, 31 July 2016 - 02:32 PM.
#12
Posted 31 July 2016 - 02:30 PM
Uac5s op? Stop facetanking it. Do this. Suddenly, they're not so effective.
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