Top 5 Better Uac 5 Solutions Than What Pgi Implemented
#1
Posted 18 September 2013 - 12:27 PM
1.) No RNGs:
This would be a high speed UAC firing up to say 5 shots and automatically jamming at 5 shots. The extended cooldown would be placed at the end of the time you fire to even out the DPS and jamming the gun would take a punitively long time. The cooldown would be based on evening out with the A/C 5 so .75 for 1 shot, and 1.5 for 2, etc.
Examples.
UAC/5: Fires 4 shots with an interval of .75 with a cooldown of 3.75 seconds. (total 20 damage, 6 seconds)
A/C 5: Fires 4 shots with an interval of 1.5 seconds. (total 20 damage, 6 seconds)
UAC/5: Fires 5 shots with an interval of .75 seconds and jams for 6 seconds (total 25 damage 9 seconds)
A/C 5: fires 6 shots with an interval of 1.5 seconds. (total 30 damage, 9 seconds)
It's not "Better" but it is different allowing you to front load more damage at the cost of increased vulnerability.
2.) Progressive jamming table:
This solution would allow for a jamming table that is calculated X = X + 10%
1: 0%
2: 10%
3: 20%
4: 30%
5+: 10%(n-1)
Basically it would make jamming seem more realistic because as you fired you would increase chances of jamming and never jam after the first shot.
3.) Double click to double tap:
It's simple, holding the button down would fire the UAC as if it was an A/C 5 with an interval of 1.5 seconds and never jamming. a double click at any point during the recharge would cause you to fire again,giving the weapon a chance to jam.
4.) Dynamic jamming chance:
It would work like #3 with a double click to double tap except that it would increase the jam percentage as the tap speed increased.
0-0.125 delay in double clicks: 100% chance
0.125 to 0.25 delay in double click 90%
and so on to 1.25 to 1.5 delay in double click 10%
Percentages may vary depending on balance.
This could allow for a bit of a ride the lightening type epic 10 click 50 damage streak.
5.) Revert to the version with a 1.1 second recharge and 25% jamming chance
nuff said.
I have seen ideas like these posted repeatedly on the forums recently and thought compiling them could help people focus on the issue at hand. If we don't like the UAC mechanic we must propose a change, simple opposition is not enough.
#2
Posted 18 September 2013 - 12:35 PM
#3
Posted 18 September 2013 - 12:47 PM
Right now it's double the DPS of an AC5 for 1 more ton with a chance of jamming after the first shot. That doesn't seem broken to me.
#4
Posted 18 September 2013 - 01:07 PM
AC5 - 8 tons, 3.33 DPS, 30 shots per ton
UAC5 - 9 tons, 3.33/6.66 DPS, 25 shots per ton, 20% jam rate
AC10 - 12 tons, 4 DPS, 15 shots per ton
LBX - 11 tons - ditto, ditto
AC20 - 14 tons, 5 DPS, 7 shots per ton
Whats the problem? Looks good to me! The 9 DPS at 15% percent was a stupid joke and they were already good at 25% with the 1.1 recycle before that.....
Somebody could go into the testing grounds and compute the new jam adjusted DPS over the long run but the burst DPS is 6.66...better than all other weapons.
It would be cool to get the rest of the LBX and Ultra AC's sometime soon. The game did launch.......Obviously PGI will have to put aggressive jam rates on the other ultras.
Edited by Kin3ticX, 18 September 2013 - 01:18 PM.
#5
Posted 18 September 2013 - 01:22 PM
#6
Posted 18 September 2013 - 09:58 PM
#8
Posted 19 September 2013 - 01:42 AM
But imho the best solution for me not to break the idea of a 3 barrelled chaingun is to just tweak the damage down from 5 to 3 or 3.5 and leave it as it was prepatch to sae the feeling of the weapon.
#9
Posted 19 September 2013 - 01:44 AM
#10
Posted 19 September 2013 - 01:46 AM
a 20-25% inceased DPS - for exampe 3 dmg every 0.75 sec.
But that dissatisfaction include the dissatisfacion of Autocannon solution in general
However when the double shot has to remain i would choose option 1 . increasing the jam chance for each shot.
Edited by Karl Streiger, 19 September 2013 - 01:47 AM.
#11
Posted 19 September 2013 - 01:49 AM
#12
Posted 19 September 2013 - 03:51 PM
I also saw someone suggest on Twitter that UAC's could also perform as a burst fire weapon (so one trigger pull fires three rounds no matter what).
#13
Posted 02 November 2013 - 01:12 PM
#14
Posted 02 November 2013 - 01:23 PM
#15
Posted 02 November 2013 - 05:01 PM
The progressive increase is a good model because it does what the weapon is intended to do, according to PGI- gives the gun a higher up-front damage payload at the expense of long-term dps and stability. With a progressively increased jam chance, you get a very high chance of getting a few good strong shots in very quickly, but at the same time are almost guaranteed to lose out on straight dps vs an ac5 over longer periods of time (5-10s?). Your numbers would have to be tweaked, of course.
#16
Posted 03 November 2013 - 04:04 AM
#17
Posted 05 November 2013 - 05:34 AM
Now to use a bit more mathematical terms: When you operate a UAC in ultra mode, you basically get a probability distribution for the amount of shots fired before you jam. At least over a large number of matches, the performance of the weapon is mostly determined by the expected value. But for any infividual engagement, the width of the distribution dominates. As of now, I think it's much too broad.
Therefore I would support option two, because it makes the distribution more narrow.
#18
Posted 20 November 2013 - 12:26 AM
#19
Posted 20 November 2013 - 04:34 AM
Edited by fandre, 20 November 2013 - 04:36 AM.
#20
Posted 20 November 2013 - 04:56 AM
UAC's only seemed to jam when the mech/weapon got overheated, and this happened when u kept firing it.
SO if u use it in quick firing mode...it should have a ghost head modifier adding additional heat to the mech...thus the longer its fired the worse it gets up to an upper limit. Jamming chance should increase as mech heat levels increase. for example, for each 10% heat the mech has, theres a 5% chance of a jam...maxing out at close to 50% around mech shutdown, so 1 out of every 2 shots fired has a chance to jam at high heat.
below 10%, have a 5% chance to jam, so 1 in 20. if shots are fired every .75 seconds...and ur mech can handle its heat...u could fire for 15 seconds straight without a jam...but most players dont design mechs to handle heat well at all, so over time the heat levels will go up quickly the longer the trigger is depressed on the UAC5.
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