I like to use the C-UAC's. However they seem to jam all the time. is anyone else notice this?


Clan Uac's Jamming.
Started by DjPush, Apr 19 2015 07:17 PM
10 replies to this topic
#1
Posted 19 April 2015 - 07:17 PM
#2
Posted 19 April 2015 - 07:18 PM
RNJesus said:
You must sacrifice more virgin Urbanmechs on the altar of number generation to earn my favor.
#3
Posted 19 April 2015 - 07:24 PM
Hmmm.. .Sacrifice is required eh? Now, where do I find said virgins?
Edited by DjPush, 19 April 2015 - 07:24 PM.
#5
Posted 19 April 2015 - 07:30 PM
Mr Gargles!
#6
Posted 19 April 2015 - 07:56 PM
i kind of think jam probability needs to ramp up with each consecutive shot. in order to make short controlled bursts preferable to spamming the firing button.
#8
Posted 19 April 2015 - 08:54 PM
You know how clan UAC's fire multiple projectiles per click? I've had it jam after 1 projectile left the barrel. Then it when it unjammed, it got 2 projectiles out before jamming a second time in as many clicks.
But did they change something recently? My adder-D's UAC-10 wasn't jamming every other click and could consistently fire with 5 consecutive clicks before jamming all weekend. I even had a game were it only jammed 2 times with my 3.5 tons of ammo O.o
But did they change something recently? My adder-D's UAC-10 wasn't jamming every other click and could consistently fire with 5 consecutive clicks before jamming all weekend. I even had a game were it only jammed 2 times with my 3.5 tons of ammo O.o
#9
Posted 19 April 2015 - 09:36 PM
I've been saying this for a long time too, the jamming mechanic is horrible.
It needs to be based on something other than a random # generator rolling dice like it does.
No military in the world would deploy such an unreliable weapon system. ever.
PGI needs to make a more intelligent and dynamic jamming system for UAC's.
Base it on simulated heatup and have it count how many bursts have been fired over a period of time.
Start with low Jam %, and each consecutive burst starts rolling higher and higher jam #'s until it finally jams and have some kind of cooldown period that lowers the jam % if you did not jam but the player just stopped firing.
(example of nonstop firing)
1shot (0%) 1-Burst(3%)
2ndshot(1%) 2-Burst(5%)
3dshot(2%) 3-Burst(13%)
4thshot(3%) 4-Burst(28%)
5thshot(4%) 5-Burst(40%)
6thshot(5%) 6-burst(90%)
Or something like that, whatever.
Then if players use UAC's they can have a reliable weapon that can work when they need it to, but in a panic upon constant firing it will jam based on something measurable and realistic, not just lucky dice rolls.
It needs to be based on something other than a random # generator rolling dice like it does.
No military in the world would deploy such an unreliable weapon system. ever.
PGI needs to make a more intelligent and dynamic jamming system for UAC's.
Base it on simulated heatup and have it count how many bursts have been fired over a period of time.
Start with low Jam %, and each consecutive burst starts rolling higher and higher jam #'s until it finally jams and have some kind of cooldown period that lowers the jam % if you did not jam but the player just stopped firing.
(example of nonstop firing)
1shot (0%) 1-Burst(3%)
2ndshot(1%) 2-Burst(5%)
3dshot(2%) 3-Burst(13%)
4thshot(3%) 4-Burst(28%)
5thshot(4%) 5-Burst(40%)
6thshot(5%) 6-burst(90%)
Or something like that, whatever.
Then if players use UAC's they can have a reliable weapon that can work when they need it to, but in a panic upon constant firing it will jam based on something measurable and realistic, not just lucky dice rolls.
#10
Posted 19 April 2015 - 10:59 PM
Quote
I like to use the C-UAC's. However they seem to jam all the time. is anyone else notice this?
yep that's why I carry 3

#11
Posted 20 April 2015 - 02:41 AM
A few months ago I did some tests with twin cuac20s on a practice map, where I just kept dumping shots into a wall until I ran out of ammo and counted how often those things jammed. And they behaved exactly as expected from the jam chance as given by smurfy.
I have the feeling though that the faster versions sometimes slip up when triggering them really fast (like roll for jam before the weapon is actually ready to fire, so you basically get screwed for nothing). Did not investigate this though, because counting jams at that firing rate is just annoying
I have the feeling though that the faster versions sometimes slip up when triggering them really fast (like roll for jam before the weapon is actually ready to fire, so you basically get screwed for nothing). Did not investigate this though, because counting jams at that firing rate is just annoying

2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users