Uac5 Vs Ac5 Post Launch Specs
Started by stripedsolids, Sep 17 2013 03:42 PM
9 replies to this topic
#1
Posted 17 September 2013 - 03:42 PM
So I have one question that I'm hoping some of you can help answer for me. With the patch/launch that happened today the firing rate of the UAC5 and the AC5 are now exactly the same. So what is the point of the UAC5??? Why even have it in the game? The only statistal difference between the two is the max firing range and the fact that the UAC5 jams...alot.
The advantage fo the UAC5 was that it would fire faster but that was countered with the chance it would jam. Now that advantage is meaningles and it appears as though the game has two weapons that are exactly the same....Can anyone shed some light on this???
The advantage fo the UAC5 was that it would fire faster but that was countered with the chance it would jam. Now that advantage is meaningles and it appears as though the game has two weapons that are exactly the same....Can anyone shed some light on this???
#2
Posted 17 September 2013 - 03:46 PM
You fire it twice in 1.5 seconds, with a chance to jam. Compared to AC5s once.
#4
Posted 17 September 2013 - 03:57 PM
UAC5 remains better for hit and run applications, where the higher short term dps is important and the jamming is less of a liability.
AC5 is better for sustained fire (brawling, suppression).
It might still need some tweaking, but if choosing between two weapons as similar in opportunity cost as these two requires thought, that's a good sign for balance.
AC5 is better for sustained fire (brawling, suppression).
It might still need some tweaking, but if choosing between two weapons as similar in opportunity cost as these two requires thought, that's a good sign for balance.
#5
Posted 17 September 2013 - 04:04 PM
As i understand things the uAC5 won't jam IF you don't try to fire it after the 1,5 seconds cooldown but it has a 20% of jamming IF you try to fire it before the 1,5 seconds cooldown. Meaning an uAC5 can fire under the 1,5 cooldown (an advantage over a regular AC5), but it risks to jam in the attempt. The point i like the most with that fix is that it makes using any macro absolutly useless because if you fire an uAC5 every 1,5 sec (which means 0 jamming chance) you end up having nothing more than an AC5 with little extra range and taking +1 slot and +1 ton.
#6
Posted 17 September 2013 - 04:19 PM
I just took the UAC/5 into a testing ground. Here's what I found:
-Cooldown is indeed 1.5 seconds
-The weapon can fire TWICE in that 1.5 second
*If the weapon group is continuously firing (you're holding down its fire key) it will fire when the cooldown cycles and it will fire again at the 50% cycle completion.
*If you release the fire key before the 50% cycle, you can click again anytime during the cycle time to fire the second shot. Thus, you can achieve a BOOM....BOOM BOOM effect.
-The weapon is definately jamming more than it was before, but I did not think the check on which point it was jamming. Rodrik discusses this in the reply above.
Overall, I'm perfectly OK with the changes. I have never boated the weapon, but being the one on the receiving end, I am perfectly OK with the changes. The effective cooldown has been changed from .5 to .75 seconds, so there is a DPS drop on the weapon, which was needed. If what Rodrik said is true, then the user has the ability to control whether or not he/she wants to risk a jam. In the end, the weapon can still be boated with success, but those who learn how to work the firing mechanism will become the ones to be feared.
-Cooldown is indeed 1.5 seconds
-The weapon can fire TWICE in that 1.5 second
*If the weapon group is continuously firing (you're holding down its fire key) it will fire when the cooldown cycles and it will fire again at the 50% cycle completion.
*If you release the fire key before the 50% cycle, you can click again anytime during the cycle time to fire the second shot. Thus, you can achieve a BOOM....BOOM BOOM effect.
-The weapon is definately jamming more than it was before, but I did not think the check on which point it was jamming. Rodrik discusses this in the reply above.
Overall, I'm perfectly OK with the changes. I have never boated the weapon, but being the one on the receiving end, I am perfectly OK with the changes. The effective cooldown has been changed from .5 to .75 seconds, so there is a DPS drop on the weapon, which was needed. If what Rodrik said is true, then the user has the ability to control whether or not he/she wants to risk a jam. In the end, the weapon can still be boated with success, but those who learn how to work the firing mechanism will become the ones to be feared.
Edited by Goose Igaly, 17 September 2013 - 04:19 PM.
#7
Posted 18 September 2013 - 06:54 PM
of course this has to be discussed in the light of the uac being heavier, takes up mor critical slots and has less ammo per ton.
so the real question is, with all this disadavantages is the uac still worth it.
during the buff it def was, before the buff it already was(faster than ac5), after this patch -im not so sure.
so the real question is, with all this disadavantages is the uac still worth it.
during the buff it def was, before the buff it already was(faster than ac5), after this patch -im not so sure.
#8
Posted 18 September 2013 - 07:12 PM
I use them all the time, both before and after the Buff-Nerf.
I think it is now a quite balanced weapon.
As Asyres already stated, it does require some thought towards which you'll now use, which does indeed show some balance.
I think this is a step in the right direction.
I think it is now a quite balanced weapon.
As Asyres already stated, it does require some thought towards which you'll now use, which does indeed show some balance.
I think this is a step in the right direction.
#9
Posted 19 September 2013 - 03:38 AM
UAC is now useless in brawling.
#10
Posted 19 September 2013 - 03:53 AM
I would respectfully disagree.
They are AS effective as AC/5s, with the added bonus that if you feel you can finish someone off before they can Re-Alpha you can double tap your Ultra, dealing out a nice 10, and with only a 20 per cent jam rate.
No excuses, really.
They are AS effective as AC/5s, with the added bonus that if you feel you can finish someone off before they can Re-Alpha you can double tap your Ultra, dealing out a nice 10, and with only a 20 per cent jam rate.
No excuses, really.
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