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Is Uac5 Rebalance


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#1 ACH75

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Posted 10 November 2014 - 12:26 AM

Longer Cooldown, Restored Autofire with optional double tap and Jam Chance 5% may be the solution

for making this weapon fun again...

Edited by ACH75, 10 November 2014 - 01:24 AM.


#2 El Bandito

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Posted 10 November 2014 - 12:34 AM

Fun for who? The guy who is shooting, or the guy who is getting shot at?

UAC5 CD was already nerfed from 1.5 to 1.66, BTW. That's a 10% DPS nerf right there.

I am fine with removing double tap, as I like to simply hold down the button and let fly.

Edited by El Bandito, 10 November 2014 - 12:36 AM.


#3 kapusta11

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Posted 10 November 2014 - 12:43 AM

Am I getting this right, longer cooldown AND no double tap AND keep the jamming? What drugs you're on OP?

#4 Saint Scarlett Johan

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Posted 10 November 2014 - 12:58 AM

View Postkapusta11, on 10 November 2014 - 12:43 AM, said:

Am I getting this right, longer cooldown AND no double tap AND keep the jamming? What drugs you're on OP?


He must've been killed by a Grid Iron.

#5 Karl Marlow

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Posted 10 November 2014 - 01:07 AM

The UAC5 does seem superfluous right now. The AC5 is more reliable and can almost match its rate of fire. Especially on some of the quirked mechs.

#6 The Boz

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Posted 10 November 2014 - 01:15 AM

I'd move with a more unique role of the UACs: lower DPS, higher heat, greater front-loading but with worse pin-point, like the Clan ACs.

#7 ACH75

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Posted 10 November 2014 - 01:21 AM

View Postkapusta11, on 10 November 2014 - 12:43 AM, said:

Am I getting this right, longer cooldown AND no double tap AND keep the jamming? What drugs you're on OP?


With "Removed Double Tap" I meant the Autofire restoring like it was before (I've corrected now)... so Longer Cooldown + Autofire and minimal jam chance can still autofire faster than 1 AC5 without doubling the DPS

Edited by ACH75, 10 November 2014 - 01:24 AM.


#8 ACH75

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Posted 10 November 2014 - 01:35 AM

View PostEl Bandito, on 10 November 2014 - 12:34 AM, said:

Fun for who? The guy who is shooting, or the guy who is getting shot at?

UAC5 CD was already nerfed from 1.5 to 1.66, BTW. That's a 10% DPS nerf right there.

I am fine with removing double tap, as I like to simply hold down the button and let fly.



Trading some less DPS for half jam chance may be worth it... So The weapon will be enough different, more reliable and not too OP compared to standard AC5...

#9 Cyborne Elemental

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Posted 10 November 2014 - 01:44 AM

UAC's all need a better jamming mechanic.

As single weapons, they're pretty unreliable.

As duals, its quite an investment in tonnage and crit space on both the equipment and ammo just to have some redundancy when you have a jam.

And the rare few variants that use Triples+ (Ilya/Jag-DD/Direwolf) are monsters, but fairly slow and easy targets for the tradeoff of huge DPS.

I would love to see some extended jam mechanic added in, so that single weapons can be a little more reliable with low jam chances, but boated more than 2 and you start to get higher jam #'s.

Mediums that have access to them, Blackjack, Cicada, Hunchbacks often skip using anything less than an AC-20 as everything else either doesn't have enough punch for their role, or aren't reliable or are hard to justify the tonnage investment such as it is with single UAC-5 or the AC-2's.

UAC-5 because a jam on your primary single weapon can be crucial to your survival and when it jams it hurts.. alot.
AC-2 because the Heat and shotgunning is hard to control and is usually better spent on a PPC or Lasers.

I think the jamming mechanic keeps things fairly balanced and shouldn't be removed, but could definately be improved.

Edited by Mister D, 10 November 2014 - 01:45 AM.


#10 D04S02B04

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Posted 10 November 2014 - 02:03 AM

Or alternatively... you can remove all the stupid mech quirks and buff all the other ACs... that includes Clan ACs and UACs.

#11 John1352

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Posted 10 November 2014 - 02:13 AM

The advantage of the UAC5 is that you can fire off several shots in a very short time and get back into cover. The AC2 and AC5 require a lot more exposure to do the same damage. I'd say the UAC5 is better than the AC5 and definitely the AC2.

#12 Wolfgang2685

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Posted 10 November 2014 - 02:29 AM

Please don't touch my favorite weapon in the game.

Just go enjoy your quirked AC5's, and leave my UAC's alone.

#13 QuantumButler

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Posted 10 November 2014 - 02:46 AM

The current jam rate is just too insanely high, I think it's 20%? Reduce that to 10 or 15% and it'd probably at least be minimally viable.

And the mechs with UAC quirks should get "reduced jam chance" instead of "cooldown", since UAC cooldowns being faster has little baring on the double tap functionality.

Even without AC5 quirks, the regular AC5 is currently almost always a superior choice, unless you can boat at least 3 UACs, and even then AC5s generally win out, the UAC is heavier, it should at least be a sidegrade to the AC5, not an inferior choice all around like it is now.

Disclaimer, this is the IS UAC5/AC5, no baring on the clan version.

#14 Dago Red

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Posted 10 November 2014 - 02:53 AM

I just want them to turn the doublefire into a toggle so I can choose to risk jamming without developing "Diablo Finger."

Don't usually boat them so it's damn annoying to have to tap fire a single weapon nonstop while the rest of my weapon groups behave normally.

#15 ACH75

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Posted 10 November 2014 - 02:56 AM

View PostQuantumButler, on 10 November 2014 - 02:46 AM, said:

The current jam rate is just too insanely high, I think it's 20%? Reduce that to 10 or 15% and it'd probably at least be minimally viable.

And the mechs with UAC quirks should get "reduced jam chance" instead of "cooldown", since UAC cooldowns being faster has little baring on the double tap functionality.

Even without AC5 quirks, the regular AC5 is currently almost always a superior choice, unless you can boat at least 3 UACs, and even then AC5s generally win out, the UAC is heavier, it should at least be a sidegrade to the AC5, not an inferior choice all around like it is now.

Disclaimer, this is the IS UAC5/AC5, no baring on the clan version.


The Actual Jam chance as far as i know should be 10% but it feels higher...

#16 QuantumButler

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Posted 10 November 2014 - 02:57 AM

View PostDago Red, on 10 November 2014 - 02:53 AM, said:

I just want them to turn the doublefire into a toggle so I can choose to risk jamming without developing "Diablo Finger."

Don't usually boat them so it's damn annoying to have to tap fire a single weapon nonstop while the rest of my weapon groups behave normally.

This too.

View PostACH75, on 10 November 2014 - 02:56 AM, said:


The Actual Jam chance as far as i know should be 10% but it feels higher...


I could have sworn they raised it to 20%.

Then again it feels like it's actually 50%

Edited by QuantumButler, 10 November 2014 - 02:57 AM.


#17 MeiSooHaityu

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Posted 10 November 2014 - 03:03 AM

View PostACH75, on 10 November 2014 - 12:26 AM, said:

Longer Cooldown, Restored Autofire with optional double tap and Jam Chance 5% may be the solution

for making this weapon fun again...


Jam chance is the big problem with this. More like 30% jam chance. If the gun only jams 5 out of 100 shots, it is way too good. RIght now it probably jams 30% of the time, I'd say that is good.

I like the firing mechanic we have too.

Actually, I guess I think the UA/C5 is where it needs to be. Yea, leave it alone.

#18 QuantumButler

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Posted 10 November 2014 - 03:45 AM

View PostMeiSooHaityu, on 10 November 2014 - 03:03 AM, said:


Jam chance is the big problem with this. More like 30% jam chance. If the gun only jams 5 out of 100 shots, it is way too good. RIght now it probably jams 30% of the time, I'd say that is good.

I like the firing mechanic we have too.

Actually, I guess I think the UA/C5 is where it needs to be. Yea, leave it alone.


Actually, it's far from where it needs to be, give it buffs.

#19 Mcgral18

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Posted 10 November 2014 - 03:55 AM

View PostQuantumButler, on 10 November 2014 - 02:46 AM, said:

The current jam rate is just too insanely high, I think it's 20%? Reduce that to 10 or 15% and it'd probably at least be minimally viable.

And the mechs with UAC quirks should get "reduced jam chance" instead of "cooldown", since UAC cooldowns being faster has little baring on the double tap functionality.

Even without AC5 quirks, the regular AC5 is currently almost always a superior choice, unless you can boat at least 3 UACs, and even then AC5s generally win out, the UAC is heavier, it should at least be a sidegrade to the AC5, not an inferior choice all around like it is now.

Disclaimer, this is the IS UAC5/AC5, no baring on the clan version.

View PostQuantumButler, on 10 November 2014 - 02:57 AM, said:


I could have sworn they raised it to 20%.

Then again it feels like it's actually 50%



It's at 15% at the moment; the same rate as the DakkaGeddon, but without the 1.1 cooldown.

I took the DakkaMets out the other day for some matches. It was pretty glorious.

#20 Troutmonkey

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Posted 10 November 2014 - 04:01 AM

I'm found a good build again with my Cata-3D and my twin UAC5s, they work a treat.

As for lowering the jam chance - don't do it. They last time they did that we had the UAC5'apocalypse and every single mech that could field them was. It was launch week, and mechs literally melted in 3 seconds as Victors, Jaegers and even Cicada's stormed the bases in hails on unjamming UAC5 fire. It was the quickest buff to nerf turnaround I'd ever seen and the jam rate was restored within the week.

It was far far worse than the LRM'pocalypse that proceeded it, and during that LRMs were so powerful that the splash on the ground from a miss would instantly destroy both your legs.

Edited by Troutmonkey, 10 November 2014 - 04:02 AM.






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