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Uac Cooldown Quirks+Module Should Reduce Jam Time


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#1 Xarian

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Posted 19 November 2014 - 09:04 AM

It's actually quite intuitive: there are no already-existing features that reduce jam time, and cooldown is directly related to refire rate. So let's make cooldown reduction also reduce jam time on ultra ACs.

#2 AlmightyAeng

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Posted 19 November 2014 - 09:06 AM

Jam duration? I could get behind that.

Chance to jam ? Nah. Too powerful. Would just encourage more double-tapping with impunity.

#3 Strum Wealh

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Posted 19 November 2014 - 09:29 AM

View PostXarian, on 19 November 2014 - 09:04 AM, said:

It's actually quite intuitive: there are no already-existing features that reduce jam time, and cooldown is directly related to refire rate. So let's make cooldown reduction also reduce jam time on ultra ACs.

IMO, 'twould be better to simply introduce a separate "Jam Duration Reduction" module, then make players have to choose between reducing the jam duration & reducing the cooldown. -_-

#4 Yosharian

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Posted 19 November 2014 - 09:30 AM

View PostXarian, on 19 November 2014 - 09:04 AM, said:

It's actually quite intuitive: there are no already-existing features that reduce jam time, and cooldown is directly related to refire rate. So let's make cooldown reduction also reduce jam time on ultra ACs.

Clan UAC5 seems to jam an awful lot, dunno whether mathematically it actually jamming more often (shouldn't be??) but that's the way it feels. I've dumped it on my SCrow and the CUAC10 I was using on my Timber for LB10/5 versions instead, much better. It also feels like the Clan Ultras reload slower compared to their LB counterparts, again could just be me.

Edited by Yosharian, 19 November 2014 - 09:31 AM.


#5 Zetrein

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Posted 19 November 2014 - 09:46 AM

View PostYosharian, on 19 November 2014 - 09:30 AM, said:

Clan UAC5 seems to jam an awful lot

I'm going to guess this is the case for all Ultra cannons. It's gotten to the point where (as an IS pilot) I've stopped even trying to use the Ultra 5 on my mechs, because four out of five times it jams on the first shot of the match. Or basically any time I need to unload fire into something. Murphy's Law loves Ultra Autocannons.

...I have this vivid memory from last week, where I was backing away from an enemy assualt, panic-firing. My Centurion's UAC had jammed, so I was mostly clicking the button out of hope it'd un-jam and do something before I died. Then it unjammed just in time to land the killing blow on a Kit Fox that had just run in front of me. A friendly Kit Fox.

That was kinda the last straw on UACs with me, I've since sworn off of them. If I want to spray and prey with an autocannon, I'll just grab a standard AC2, and mount bigger guns in the other mounts.

Edited by Zetrein, 19 November 2014 - 09:47 AM.


#6 Coolant

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Posted 19 November 2014 - 09:50 AM

uh no...

#7 Murphy7

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Posted 19 November 2014 - 09:56 AM

View PostGhost Badger, on 19 November 2014 - 09:06 AM, said:

Jam duration? I could get behind that.

Chance to jam ? Nah. Too powerful. Would just encourage more double-tapping with impunity.


Depends on the variant.

A quirk that eliminates jams on a variant that has only one ballistic slot? Not awful for the IS. Mirrored to clan modules it is scarier, but less so for chassis that cannot carry a UAC10 or UAC 20 (Ice Ferret, for example).

#8 Joe Mallad

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Posted 19 November 2014 - 09:57 AM

by them having the cooldown quirks and modules (which should be called reload/recharge) the weapons are just firing faster now. So by a UAC now firing faster than it normally already could, the jam rate would go up, not down. PGI REALLY needs to rename these quirks and modules so more people understand that the weapons are not doing anything besides reloading faster (Missiles and Ballistics) and recharging faster (lasers/PPCs). Which in turn allows us to fire them much faster and build heat faster lol.

#9 Revis Volek

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Posted 19 November 2014 - 10:05 AM

View PostYoseful Mallad, on 19 November 2014 - 09:57 AM, said:

by them having the cooldown quirks and modules (which should be called reload/recharge) the weapons are just firing faster now. So by a UAC now firing faster than it normally already could, the jam rate would go up, not down. PGI REALLY needs to rename these quirks and modules so more people understand that the weapons are not doing anything besides reloading faster (Missiles and Ballistics) and recharging faster (lasers/PPCs). Which in turn allows us to fire them much faster and build heat faster lol.



The UAC/5 jam module you mean?

Edited by DarthRevis, 19 November 2014 - 10:05 AM.


#10 LordKnightFandragon

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Posted 19 November 2014 - 10:11 AM

View PostGhost Badger, on 19 November 2014 - 09:06 AM, said:

Jam duration? I could get behind that.

Chance to jam ? Nah. Too powerful. Would just encourage more double-tapping with impunity.



****, its not like single tapping them reduces the chances to jam......ive had the damn things jam back to back to back to back after firing just 1 shot, nevermind double tapping it....

UACs need their chance to jam lowered alot further then it is....maybe 2.5% chance and then it will jam only every 10th shot instead of every 2nd or 3rd......

Edited by LordKnightFandragon, 19 November 2014 - 10:12 AM.


#11 Zetrein

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Posted 19 November 2014 - 10:23 AM

View PostLordKnightFandragon, on 19 November 2014 - 10:11 AM, said:

UACs need their chance to jam lowered alot further then it is....maybe 2.5% chance and then it will jam only every 10th shot instead of every 2nd or 3rd......

I'd argue that's going too far in the other direction, but it does give me an idea.

Perhaps instead of a flat chance of jamming, it has X chance (10-15% maybe?), and it increases per consecutive shot. So you could fire one round without fear of jamming, a second with a good chance of avoiding it, third's a little dodgy, but by the time you've gotten to a fifth or sixth you're kinda asking for a jam. Tricky part would be working out the timing on the jam-chance reset.

Edited by Zetrein, 19 November 2014 - 10:23 AM.






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