Uac Jam Mechanic
#1
Posted 18 February 2015 - 03:58 PM
#2
Posted 18 February 2015 - 04:01 PM
Now jam chance only rolls if you try to fire the 2nd shot during the 1.66 second cooldown.
As far as jam %'s on the 2nd shot, not sure.
There is no way to beat the system via macro's or careful timing, its just random.
#6
Posted 18 February 2015 - 06:39 PM
Especially with UAC-2 that you can fire much more quickly.
You just get those "HAHA, NO!" jams once in a while, where its every single time you try to burst, you get insta-jammed.
Then once in a while you get a good roll on it, and its Dakka Dakka Dakka, but always seems to jam when you need it Not to.
#7
Posted 18 February 2015 - 06:41 PM
Mister D, on 18 February 2015 - 06:39 PM, said:
Especially with UAC-2 that you can fire much more quickly.
You just get those "HAHA, NO!" jams once in a while, where its every single time you try to burst, you get insta-jammed.
Then once in a while you get a good roll on it, and its Dakka Dakka Dakka, but always seems to jam when you need it Not to.
Yeah, second only to Firestarters as far as frustration goes is dueling Dakka. Your guns jam at the first shot but your opponent's just keep going.
#8
Posted 18 February 2015 - 06:41 PM
My UAC's feel like they jam 20-30% more often on hot maps than cold ones.
Edited by 151st Light Horse Regiment, 18 February 2015 - 06:42 PM.
#9
Posted 18 February 2015 - 06:42 PM
#10
Posted 18 February 2015 - 06:51 PM
Mister D, on 18 February 2015 - 06:39 PM, said:
Especially with UAC-2 that you can fire much more quickly.
You just get those "HAHA, NO!" jams once in a while, where its every single time you try to burst, you get insta-jammed.
Then once in a while you get a good roll on it, and its Dakka Dakka Dakka, but always seems to jam when you need it Not to.
Makes me wish it was more like MW4 for the RACs.
#11
Posted 18 February 2015 - 06:55 PM
#12
Posted 18 February 2015 - 08:02 PM
Ive always felt UACs in MWO should work like they do in MWLL. Basically UACs would have an overheat bar and keep firing until the overheat bar reached maximum. In order to prevent abuse, UACs would also have a spool up time so they would take 1-2s to spool up before actually firing.
Edited by Khobai, 18 February 2015 - 08:09 PM.
#13
Posted 18 February 2015 - 08:28 PM
I dunno, I always thought they should remove jam, because the gun is one ton heavier, and then just add some heat per shot so people can't just spam. Would simplify the code for everyone.
AC5= slower rate of fire, but lighter gun, and heck give it an ammo count advantage if need be, and it runs cooler.
UAC5= 1 ton heavier, faster rate of fire, hotter, requires more ammo(less per ton)
Simple, easier to tweak for balance.
#14
Posted 18 February 2015 - 08:48 PM
skilled players would fire in short controlled bursts of between 2 and 4 rounds, with a few seconds pause in between. if you try to fire continuously you will not only jam more, but be locked out for a longer period of time and generally get an over all lower dps. you could also play it safe and fire wait fire wait, in which case its about equivalent to an ac5.
clan weapons already fire in bursts automatically so this would only apply to is weapons. i like how i can rely on the uac20 to give me 2 good salvos minimum.
Edited by LordNothing, 18 February 2015 - 08:53 PM.
#15
Posted 18 February 2015 - 10:27 PM
#16
Posted 18 February 2015 - 10:56 PM
MikeBend, on 18 February 2015 - 10:27 PM, said:
How? I don't believe you can fit 2xUAC5 on a shawk unless you run a standard engine.. and then you don't really have the tonnage for ammo..
#17
Posted 18 February 2015 - 10:58 PM
Though I wouldn't use any of the other LB-Xs because of how terrible their clustering to damage ratio is.
#18
Posted 18 February 2015 - 11:43 PM
Edited by Kotzi, 18 February 2015 - 11:47 PM.
#19
Posted 19 February 2015 - 12:51 AM
Quote
why not just do one better and get rid of RNG entirely?
does anyone like random jams?
#20
Posted 19 February 2015 - 01:05 AM
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