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Is Uac5 Cooldown Module


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#1 Majz de Bruyn

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Posted 12 October 2014 - 08:56 AM

I see the module listed for my mech, but when I go to unlock it in the Skill Trees, I do not see it. How do I unlock the IS UAC5 Cool Down Module???

#2 Majz de Bruyn

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Posted 12 October 2014 - 09:00 AM

OK, never mind. I finally found it after looking a long time. It is hidden in the middle of all the clan modules. Not very easy to find. Not where it should be. It would be nice if these things were organized a little better.

#3 King Arthur IV

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Posted 12 October 2014 - 09:47 AM

i just started using them, they are useless. it doesnt change your rate of fire at all if you double tap and reduced cool down to next shot doesnt mean you get reduced jam rate if you double tap.

you are probably better off getting the cooldowns on ac5.

Edited by King Arthur IV, 12 October 2014 - 11:30 AM.


#4 Elizander

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Posted 12 October 2014 - 09:49 AM

View PostKing Arthur IV, on 12 October 2014 - 09:47 AM, said:

i just started using them, they are useless. it doesnt change your rate of fire at all if you are double tapping and reduced cool down to next shot doesnt mean you get reduced jam rate if you double tap.

you are probably better off getting the cooldowns on ac5.


It's still okay for non-double tap shots.

#5 Helsbane

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Posted 12 October 2014 - 10:21 AM

Modules for the UAC5 should have been for altering the jamming mechanic, not shortening the cycle time.

'Smooth Feed' - Decreases the percentage chance of the UAC5 jamming by X% per level...

'SPORTS' - Decreases the duration of time the system is jammed by X% per level...

'Open Bolt' - Eliminates the cooldown phase after the jam clears, allowing immediate operation...

Edited by Helsbane, 12 October 2014 - 10:21 AM.


#6 Grey Ghost

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Posted 12 October 2014 - 10:58 AM

View PostKing Arthur IV, on 12 October 2014 - 09:47 AM, said:

i just started using them, they are useless. it doesnt change your rate of fire at all if you are double tapping and reduced cool down to next shot doesnt mean you get reduced jam rate if you double tap.

I'm confused... cooldown isn't affected unless you don't double tap?

#7 Deathlike

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Posted 12 October 2014 - 11:02 AM

View PostGrey Ghost, on 12 October 2014 - 10:58 AM, said:

I'm confused... cooldown isn't affected unless you don't double tap?


The point of double tapping is to gamble by skipping the cooldown. The module is useless (or correctly put, not effective) if you don't try to occasionally fire it at regular non-double tapping intervals.

Edited by Deathlike, 12 October 2014 - 11:02 AM.


#8 Grey Ghost

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Posted 12 October 2014 - 11:23 AM

Double tapping doesn't skip the cooldown, it just adds an extra shot during the cooldown doesn't it? If I fire a UAC/5 then double tap it 1/2 a second later without it jamming, it will still be ready to fire again 1.66sec after that first shot correct? At least that has been my observation.

So is the cooldown module only working on non-double shots?

#9 Deathlike

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Posted 12 October 2014 - 11:28 AM

View PostGrey Ghost, on 12 October 2014 - 11:23 AM, said:

Double tapping doesn't skip the cooldown, it just adds an extra shot during the cooldown doesn't it? If I fire a UAC/5 then double tap it 1/2 a second later without it jamming, it will still be ready to fire again 1.66sec after that first shot correct? At least that has been my observation.

So is the cooldown module only working on non-double shots?


I don't think you understand.

When every weapon fires its complete load (barring overheating), the weapon immediately goes into cooldown.

For the UAC (both Clan and IS), once the weapon is fired, the act of trying to pull the trigger again during the cooldown resets the cooldown timer (besides the penalty, if/when triggered). That's how this works.

#10 Grey Ghost

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Posted 12 October 2014 - 11:49 AM

View PostDeathlike, on 12 October 2014 - 11:28 AM, said:


I don't think you understand.

When every weapon fires its complete load (barring overheating), the weapon immediately goes into cooldown.

For the UAC (both Clan and IS), once the weapon is fired, the act of trying to pull the trigger again during the cooldown resets the cooldown timer (besides the penalty, if/when triggered). That's how this works.

No, I'm afraid it is you who does not understand.

Go drop in a training grounds with a I.S. UAC/5 Mech and only watch the coodown timer while you single & double tap, you will notice the cooldown stays constant. It does not reset, nor does it's time extend unless the weapon jams up. The double tap of a I.S. UAC/5 is a free non-cooldown affecting shot with the downside of having a chance to jam the weapon for using it.

Maybe this is different for the Clan version, but I wouldn't know since I've never used one.

#11 Grey Ghost

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Posted 14 October 2014 - 01:22 PM

So... I bought the I.S. UAC/5 Cooldown Module. It does lower the cooldown regardless of whether you double tapped them or not. Now since were talking about 0.2 seconds here, I sincerely doubt anyone could tell the difference without using some kind of Macro to time the shots down to the milliseconds. Suffice it to say if your spamming the button it's working.

In conclusion, there nothing is wrong with the module... technically.

EDIT:
BTW: I'd just like to mention you don't need a macro to take advantage of this module. If you hold down the firing button after the first double shot the weapon will fire it's standard shot automatically. Then it's just a case of release and hold at regular intervals to get the full effect, as imperceptible as it is.

Edited by Grey Ghost, 14 October 2014 - 01:45 PM.






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