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Should A Uac Heat Bar(Jam Bar), Replace Full Rng Jam Chance?


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#1 Andi Nagasia

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Posted 09 June 2015 - 04:01 PM

Should UAC Jam Chance be changed to a UAC Heat Bar?
if so how should it how would/Should it work in MWO?


=UAC Heat Bar(Jam Bar)=
this will represent the heat the UAC is building up,
displayed for the Pilot as in the form of an AC Heat Bar,
as if a Temperature Sensor was attached to the Barrel,
-
=the UAC Heat Bar Mechanic=
the UAC Heat Bar has X-Number of Segments,(lets say 20),
when ever the UAC Secondary Fire Mechanic is used the Bar fills,
each UAC weapon will fill the Bar a Curtain amount as each has its own heat,
ex. (UAC2 = 1Heat)(UAC5 = 2Heat)(UAC10 = 4Heat)(UAC20 = 8Heat),
-
as the UAC Heat Bar Fills you will have an Increased Jam Chance,
however the UAC Jam Chance will always be at least 2%, & will never Exceed 98%,
this is to ensure there will never be a 0% Chance to Jam or a 100% Chance to Jam,
ex. (0Seg=2%Jam)(10Seg=36%Jam)(15Seg=66%Jam)(20Seg=98%Jam),
-
the Jam Bar starts to Degrade after 5 Seconds of Cooling(no UAC Fire),
and will loses 2 Segments a Second until Empty or until return Fire(UAC),
(Any of the Above Numbers can be Changed Per MWO Balance),


Thoughts, Comments, Concerns?
Thanks,

Edit- Balance,
Edit2- Reworked,
Edit3- Elaborated,

Edited by Andi Nagasia, 22 June 2015 - 05:49 AM.


#2 Burktross

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Posted 09 June 2015 - 04:12 PM

Yes, yes, yes! I like this! Like in the old Call of Duties! I recall the German Mg42 overheating from sustained fire.

However, I think the delay should be 4 seconds at a rate of 3, but keep an 8% chance of jamming on a shot.

#3 LordKnightFandragon

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Posted 09 June 2015 - 04:15 PM

I like the jam bar. Would make them atleast useful, but still the chance to jam. I would set it something like 5 consecutive double rates jams it. It will reduce by 1 bar for each second you do not fire it.

But this random, and quite frequent, 15% jam chance? makes those things pretty much unuseable.

#4 Khobai

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Posted 09 June 2015 - 04:19 PM

UACs should have a spool up time and a jam bar instead of random jam chance

the purpose of the spool up time would be to prevent them from being outright better than regular ACs.

#5 Cyborne Elemental

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Posted 09 June 2015 - 04:29 PM

RAC (rotary) don't come till way later, then things get fun.

A Jam bar, or individual heat management would be a great replacement for diceroll jams.

#6 El Bandito

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Posted 09 June 2015 - 04:34 PM

RNG should be removed from a MP only game such as MWO, as much as possible. That goes double for UAC jam chance.

#7 Khobai

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Posted 09 June 2015 - 04:48 PM

Quote

RAC (rotary) don't come till way later, then things get fun.


the current UACs already have rotary barrels in MWO.

#8 Gryphorim

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Posted 09 June 2015 - 05:11 PM

View PostKhobai, on 09 June 2015 - 04:48 PM, said:


the current UACs already have rotary barrels in MWO.

True, but in TT the RAC is a more advanced AC that can spool up to fire at up to 6 times the RoF of a standard AC.
Imagine firing 3 UACs chained to fire each of the 3 guns, then fire their second round, all perfectly synchronised into a stream of continuous death.
Downside: vastly increased jam chance.

#9 Jabilac

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Posted 09 June 2015 - 06:33 PM

It would be nice to see each double tap increase the jam chance instead of having a set jam chance. Like 2% as a base then double it each time the second shot is utilized within a set timer. So 2% -> 4% -> 8% -> 16% ect. Numbers are just examples

#10 FupDup

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Posted 09 June 2015 - 06:36 PM

It would be a nice quality of life improvement, plus it would make the weapons easier to balance because we would have a concrete, exact measurement of how many shots you could fire before a jam. Right now you might jam on the first tap, or you might throw out 20 slugs with no jamming at all.

#11 John80sk

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Posted 09 June 2015 - 06:42 PM

It would be nice, and easier to balance properly. While you can figure out the DPS kinda sorta on an infinite timeline, in matches with so few shots fired it really leaves far too much up to RNGesus.

EDIT: Although, I don't really agree with punishing bigger UAC's more heavily. They're already gimped by range, travel time, and tonnage... Right now a pair of AC5's is far, far better than a single AC20. Now a pair of AC5's should be better mind you, as it costs you 2 tons more plus 1-2 more tons of ammo, but not by the margin it's at now.

Edited by John80sk, 09 June 2015 - 06:48 PM.


#12 lol lol lol lol lol lol lol lol

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Posted 09 June 2015 - 08:31 PM

View PostFupDup, on 09 June 2015 - 06:36 PM, said:

It would be a nice quality of life improvement, plus it would make the weapons easier to balance because we would have a concrete, exact measurement of how many shots you could fire before a jam. Right now you might jam on the first tap, or you might throw out 20 slugs with no jamming at all.


And also get people away from boating so many lasers...

We have a heat indicator... why not one for our UAC barrels?

#13 One Medic Army

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Posted 09 June 2015 - 08:36 PM

Why not just have UACs fire at 2x the fire rate of the usual versions, until a bar fills, then they can't fire at all until the bar empties.

Makes UACs better burst, but no better over time.

#14 Gattsus

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Posted 09 June 2015 - 08:48 PM

It seems like a good idea. Wonder how it could pan out. It would be a good buff to cUAC, though, then how do you balance it?

Edited by Gattsus, 09 June 2015 - 08:49 PM.


#15 LordNothing

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Posted 09 June 2015 - 08:49 PM

im for it, i like mechanics that reward disciplined weapons usage.

#16 smokefield

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Posted 09 June 2015 - 08:53 PM

seems interesting

#17 Xetelian

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Posted 09 June 2015 - 09:34 PM

Jam bar +1

UACs kinda suck. I've had them jam up at crucial moments many times.

#18 LordNothing

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Posted 09 June 2015 - 10:50 PM

View PostGattsus, on 09 June 2015 - 08:48 PM, said:

It seems like a good idea. Wonder how it could pan out. It would be a good buff to cUAC, though, then how do you balance it?


balance based on optimal usage profile. slow tapping to avoid jams but underutilized the gun's damage potential limiting you to non ultra dps, while spamming will send your jam chance so high that every shot jams, thus lowering your dps. somewhere in between the two there needs to be a happy medium where dps reaches its peak. its likely at double or tripple tap depending on class.

for that to work the gun has to ramp up on a non linear curve. the curve may be more or less agressive depending on technology and class. lets also assume that every shot fired requires an equal length of time to reduce the chance to zero. were assuming this curve is for a uac5.

fire count, jam chance, damage adjusted for jam
shot/burst 1: 0% 5
shot/burst 2: 4% 9.6
shot/burst 3: 11% 13.35
shot/burst 4: 33% 13.2
shot/burst 5: 99% 0.25

were taking the damage the burst should cause, and multiplying it by (100-jamchance)/100. this is true so long as the ratio between fire time and cd time is 1:1. you might have a shorter or longer cooldown vs refire rate, or you might even have a jam time penalty curve on top of this to penalize spammers with additional jam time. if you do that you might have to factor in cycle time to get a more fair result.

clearly this curve favors 3 round bursts. so you balence according to that. you could balence it on some median between optimal (3 shot) and safe (1 shot), but i have a feeling that would result in blatant exploitation by more elite players and the resultant nerfs that make it worse for everyone else. though it would be nice to see more acs in cw.

#19 Mordin Ashe

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Posted 09 June 2015 - 11:04 PM

I would love it, great idea OP :) Jam bar would be quite easy to balance as well, simply increase/decrease the number of jam slots availiable.

#20 MikeBend

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Posted 09 June 2015 - 11:16 PM

I kinda like UACs the way they are now - random jam is a high risk, high reward. Bad if you have only 1 UAC, good if you have 2, superb, if 3 or more. I have been running 2xUAC5 Shawk for ages, and without random jams, that thing would be a monster. Which is bad, imo. No need to lower TTK.





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