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[Bug] Uac5 Jam Rate Is Much Higher Than Speculated 20% Needs Fix


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#1 HoppinRaven

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Posted 19 September 2013 - 12:10 PM

UAC5's are jamming an awful lot. Running three on a Muromets and the jam rate is more like 50% for all three... I think the 20% is not per UAC5 but stacking in percentage when you have more than one.

#2 Monky

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Posted 19 September 2013 - 02:11 PM

I'm going to do a test here;

If it's like you're saying, with 2x UAC5 and 600 rounds total (300 per gun, 150 of which will be used for the double fire feature) I should experience about 60 jams (40% of 150), if not, it should be around 30 jams (20% of 150). I'll let you know when I've got the results.

#3 xCico

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Posted 19 September 2013 - 02:31 PM

Uac5 needs to go back on 1.1 cooldown with max 2 of them firing without ghost heat, and yes uac5 jamming like crazy, they arent very useful now.

#4 ohtochooseaname

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Posted 19 September 2013 - 02:32 PM

Isn't it that If you hold down the trigger, you are effectively double shotting every time, other than the first (including the first after jam). For example, if you hold down the trigger, you fire once, then again at 0.75, then again at 1.5. You can still jam on 1.5.

#5 Monky

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Posted 19 September 2013 - 02:45 PM

Some very interesting results;

http://www.twitch.tv...nky/b/463547432

I was only able to squeeze of just shy of 400 shots in a 7 minute match, however, I achieved a total of 66 jams that I tallied. the corrected number given +- 400 shots should be close to 20 or 40, definitely not 33 per cannon, in either of your theory or the game design's predicted behavior.

Some oddities;
Jamming on first shot of a reload cycle but no first shot is drawn/deducted from ammo
Jamming without firing second 'double tap' shot, again no shot drawn/deducted from ammo

Both which happened with decent levels of frequency. Submit a bug report and include a link to this thread, please.

Still could use a comparison to single UAC5, however it seems to be around a 60% jam rate over the course of 200 rounds per UAC5.

EDIT: correcting my maths

Edited by Monky, 19 September 2013 - 04:36 PM.


#6 BbadAK

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Posted 19 September 2013 - 02:58 PM

I applaud the tests you always do Monky, but this is something that probably needs a decent sample size to definitively call bugged. To me, the only time UACs did not seem to jam overly much was their last iteration. I can definately believe that the maths are screwed up on the guns tho.

#7 Monky

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Posted 19 September 2013 - 02:59 PM

I agree, but the findings mean it's at least worth investigation, hence the bug reports

#8 shadowfax21

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Posted 19 September 2013 - 03:30 PM

I have being using the UAC5 for long time the jam rate is way high even in comparison to the old 25% number, there used to be a bug where the server received the shooting command late from the client so that 2 or more firing command gut in the same time this made the server think that you're spamming the trigger, then they fixed that but it's look like it's back...

Edited by shadowfax21, 19 September 2013 - 03:31 PM.


#9 amenophis

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Posted 19 September 2013 - 05:24 PM

I found the uac5 was now jamming so much I had to quit using it. Found it doing everything mentioned so far. I got 1 shot then jammed I shot one more time got another jam. This happened during combat several times which was getting me killed a lot. It sure seems to be a lot more than 20%.

#10 Tragos

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Posted 19 September 2013 - 05:50 PM

Probably just bad luck. Using it as before and noticing no odd behaviour.

#11 HighTest

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Posted 19 September 2013 - 06:40 PM

Noticing odd behavior here also -- I posted the same elsewhere. I'm thinking it feels like closer to 30-40%. Definitely feels even worse than 25% used to be.

#12 Monky

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Posted 22 September 2013 - 09:34 AM

Seems like a mixed bag of feedback, but then again, if there is a bug (i suspect it to be a bug where it jams w/o firing a shot in some cases - toward the mid-end of the video you can see the cannons jamming and no ammo being depleted/no shot fired), who knows how long it's been there and if most players have adapted to it.

Edited by Monky, 22 September 2013 - 09:34 AM.


#13 Kataiser

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Posted 22 September 2013 - 09:43 AM

I quit using my Ilya's 3xUAC build because, if I used the double shot with all 3, at least one usually jams. It definitely feels like the jam rate is floating around 30-40%, not 20% as advertised.

#14 Urdnot Mau

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Posted 22 September 2013 - 11:17 AM

Even if it Jams 30 out of 30 times it doesn't mean that the jamming rate is 100%, just that you have bad luck.

#15 Monky

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Posted 22 September 2013 - 12:50 PM

You can measure probability based on ammo consumption Urdnot.

#16 Tweaks

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Posted 22 September 2013 - 04:49 PM

Great testing Monky, thanks for that.

PS. You may want to move the mic away from your nose on your next video, we could hear you breath in and out through the entire video... :)

#17 Deathlike

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Posted 22 September 2013 - 04:58 PM

That might explain a few things... as I switched immediately to the AC2... since the jam rate didn't quite seem to match up with the new rate.

#18 Asmosis

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Posted 22 September 2013 - 05:18 PM

View PostKataiser, on 22 September 2013 - 09:43 AM, said:

I quit using my Ilya's 3xUAC build because, if I used the double shot with all 3, at least one usually jams. It definitely feels like the jam rate is floating around 30-40%, not 20% as advertised.


well thats to be expected. actually thats better than expected, if UAC5's jam at 20%, you have roughly a 50% chance that one gun will jam if 3 fired simultaneously.

I use 2-3 on a couple of my jaggers, they jam often but not enough to hinder them. I guess a test for it, im using 2 UAC5 + 1 AC5 atm, and i have 150 uac ammo and 60 ac ammo. I normally run out of uac ammo before ac ammo (by a small margin), so that implies they are doing better than the ac5 since the uac5 is consuming 75 rounds in the same time the ac5 consumes 60 rounds. So based on that i'd say its fine whatever the actual jam rate is.

Is training grounds up to date yet? i'd go in there and test, but i dont know if its actually accurate to the main servers at this point. I'm leaning towards saying its not up to date based on history.

#19 Monky

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Posted 22 September 2013 - 05:24 PM

View PostTweaks, on 22 September 2013 - 04:49 PM, said:

Great testing Monky, thanks for that.

PS. You may want to move the mic away from your nose on your next video, we could hear you breath in and out through the entire video... :)


Haha yeah, I intended to mute it but had the buttons backwards, woops!

View PostAsmosis, on 22 September 2013 - 05:18 PM, said:


well thats to be expected. actually thats better than expected, if UAC5's jam at 20%, you have roughly a 50% chance that one gun will jam if 3 fired simultaneously.

I use 2-3 on a couple of my jaggers, they jam often but not enough to hinder them. I guess a test for it, im using 2 UAC5 + 1 AC5 atm, and i have 150 uac ammo and 60 ac ammo. I normally run out of uac ammo before ac ammo (by a small margin), so that implies they are doing better than the ac5 since the uac5 is consuming 75 rounds in the same time the ac5 consumes 60 rounds. So based on that i'd say its fine whatever the actual jam rate is.

Is training grounds up to date yet? i'd go in there and test, but i dont know if its actually accurate to the main servers at this point. I'm leaning towards saying its not up to date based on history.


I recommend testing everything in live

#20 Ironwithin

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Posted 22 September 2013 - 07:56 PM

@Monkey

doesn't the gun jamming but not using up ammo throw off your math, as you are basing it on ammo consumption ?





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