How Can Uac/5 Be Made Better?
#1
Posted 18 November 2013 - 09:42 AM
Should the jam rate increase as heat does?
They shouldn't jame after first few rounds.
#2
Posted 18 November 2013 - 10:51 AM
Edited by Levi Porphyrogenitus, 18 November 2013 - 10:52 AM.
#3
Posted 18 November 2013 - 11:01 AM
I still use them and get good results, but have to be considerate of the jamming. This also opens up the AC-5 for people that don't want to deal with jamming- so that's what balance is all about. The AC-5 and UAC-5 are both decent and some will take one or the other.
#4
Posted 18 November 2013 - 11:03 AM
#5
Posted 18 November 2013 - 11:03 AM
There's the fundamental issue of chance of jam being completely random, but that's not going away any time soon.
#6
Posted 18 November 2013 - 11:04 AM
usually when I narrow in sights and unload I jam. For that reason alone I stopped using them. When zerod in on a prey you cant have jams. I moved either to the better ac5 or take a chance with the ac10.
Better bang with the AC5 but hey ac10 is 5 more so it gotts to be betters - biggers numberz right.
Ac10 isnt bad - it just isnt great
#7
Posted 18 November 2013 - 11:08 AM
Oh wait, you meant an actual change to their functionality and stats... yeah, I got nothing.
Edited by Alcom Isst, 18 November 2013 - 11:08 AM.
#8
Posted 18 November 2013 - 11:19 AM
Ahja, on 18 November 2013 - 11:03 AM, said:
I chose the words "my understanding" because I haven't personally done the math. A friend of mine did, and according to him the UAC5 comes out quite a bit ahead on dps even with the current jam rate.
Edited by Levi Porphyrogenitus, 18 November 2013 - 11:19 AM.
#9
Posted 18 November 2013 - 11:31 AM
We're talking about a 9 ton weapon that can deliver 20 damage in 3 seconds out to 600 metres, with an absolute max range of 1800 metres. If there was any way of managing the jam rate, we'd be straight back to the UAC/5 tommy-gun meta that ruled a couple of months ago, and pretty much every other ballistic weapon (and probably PPCs) would be redundant.
They're not great for brawling - too unpredictable. But if you use them at medium to long range, and make good use of cover (take cover when they jam) they're really quite dangerous.
#10
Posted 18 November 2013 - 12:13 PM
#11
Posted 18 November 2013 - 01:01 PM
#12
Posted 18 November 2013 - 02:08 PM
#13
Posted 18 November 2013 - 04:16 PM
They are in a pretty good spot right now balance wise. I think it comes down more to whether you just hate the random jam mechanic or not.
#14
Posted 18 November 2013 - 04:41 PM
omegaorgun, on 18 November 2013 - 09:42 AM, said:
Should the jam rate increase as heat does?
They shouldn't jame after first few rounds.
There is nothing wrong with them or the jam rate at this time. You just have to use them properly meaning do not just hold the button down. Dual uac5's on a highlander w/2 ppc's is very effective
imo.
And as Roughneck states above they were simply ridiculous a while back when they seemingly never jammed and people were loading as many as possible on a mech and never letting up on the fire button. Was quite silly actually.
#15
Posted 18 November 2013 - 06:32 PM
#16
Posted 18 November 2013 - 08:32 PM
#17
Posted 18 November 2013 - 08:38 PM
You should be able to macro UAC/5's and get a slight increase in overall DPS w/o a chance of jam in comparison to the AC 5 giving you a 7% increase in base DPS.
#18
Posted 18 November 2013 - 10:54 PM
Tahribator, on 18 November 2013 - 11:03 AM, said:
There's the fundamental issue of chance of jam being completely random, but that's not going away any time soon.
That's the main problem I see with the UAC5. It rewards boating even more than other weapons, because the law of averages helps you get a more reliable performance with more and more copies.
Rhent, on 18 November 2013 - 08:38 PM, said:
You should be able to macro UAC/5's and get a slight increase in overall DPS w/o a chance of jam in comparison to the AC 5 giving you a 7% increase in base DPS.
I disagree, you pay the ton and the crit for the possibility to gain enhanced burst through rapid firing. If that's not worth it for you, then run standards. Should it be shown that it's not worth it in general, tweak the double shot mechanic.
#19
Posted 19 November 2013 - 12:09 AM
#20
Posted 19 November 2013 - 12:19 AM
I think they could be made a burst fire weapon, but considering they are balanced in the hands of those who are better at using them they are fine.
Edited by Samziel, 19 November 2013 - 12:20 AM.
7 user(s) are reading this topic
0 members, 7 guests, 0 anonymous users