Tooearly To Be Definitive, But C-Uacs Finally Feel About Right.
#61
Posted 09 July 2015 - 07:29 PM
#62
Posted 10 July 2015 - 06:44 AM
LordKnightFandragon, on 09 July 2015 - 06:21 PM, said:
Thats why I think they should lower the jam chance on them.....or remove it. It already spreads.......it needs spread and jam chance to be balanced?
Honestly, jam chance should scale with weapon size. A 30% jam chance on something that fires 120 rounds per minute is a hell of a lot more brutal in practice than a 30% jam chance on something that can only manage 15 shots in a minute.
Even IS UAC/5 are ridiculous. I have a single one on a Catapult as a sort of "poor man's Gauss" to sync with a 2x2 LL burn, and it jams almost every single time I pull the trigger for the second shot. It's infuriating. The concept should be sound, but it isn't when I can't count on the gun to behave itself with reasonable frequency.
I also swear the jamming system is not fully random. It almost feels like the game is looking for a specific rhythm to your trigger pulls to decide whether it jams or not.
#63
Posted 10 July 2015 - 06:50 AM
Bishop Steiner, on 07 July 2015 - 04:26 PM, said:
Just not buying it.
Double damage for double heat, double ammo consumption, BUT near half the tonnage.
#64
Posted 10 July 2015 - 07:09 AM
#66
Posted 10 July 2015 - 07:22 AM
the original Table Top rules(shut up cretin there is a math point here) had jams occur only on Snake eye double ought. A mere 2.9% chance to jam.
How that became a 25% chance to JAM I will NEVER EVER UNDERSTAND.
#67
Posted 10 July 2015 - 07:28 AM
Lugh, on 10 July 2015 - 07:22 AM, said:
the original Table Top rules(shut up cretin there is a math point here) had jams occur only on Snake eye double ought. A mere 2.9% chance to jam.
How that became a 25% chance to JAM I will NEVER EVER UNDERSTAND.
Well in TT UAC jam means the weapon is out of use for the rest of the combat scenario, I believe. In MWO it unjams mid-fight. It is still a piss-poor mechanic.
Living Legends does a better job with the usage bar. If you fill the UAC usage bar up, it jams. Double tap all you want until then. When not using the weapon the usage bar cools off.
#68
Posted 10 July 2015 - 07:57 AM
Mister Blastman, on 10 July 2015 - 07:28 AM, said:
Well in TT UAC jam means the weapon is out of use for the rest of the combat scenario, I believe. In MWO it unjams mid-fight. It is still a piss-poor mechanic.
Living Legends does a better job with the usage bar. If you fill the UAC usage bar up, it jams. Double tap all you want until then. When not using the weapon the usage bar cools off.
Could be worse, at least we don't have to perform a quick time event every time the weapon jams.
#69
Posted 10 July 2015 - 08:11 AM
#70
Posted 10 July 2015 - 08:12 AM
Mister Blastman, on 10 July 2015 - 07:28 AM, said:
This would be so much better.
I swear it seems higher than 25% based on the number of times I will have 2-3 guns all jam on the same double tap.
#72
Posted 10 July 2015 - 09:09 AM
#74
Posted 10 July 2015 - 09:14 AM
Mister Blastman, on 10 July 2015 - 07:28 AM, said:
Well in TT UAC jam means the weapon is out of use for the rest of the combat scenario, I believe. In MWO it unjams mid-fight. It is still a piss-poor mechanic.
Living Legends does a better job with the usage bar. If you fill the UAC usage bar up, it jams. Double tap all you want until then. When not using the weapon the usage bar cools off.
#75
Posted 10 July 2015 - 09:15 AM
Bishop Steiner, on 09 July 2015 - 05:30 PM, said:
I can't imagine this is WAI. To be honest though, I'm not sure if it has happened to me. I almost always have multiple weapon systems and in the heat of battle I don't immediately notice exactly when a UAC checks out on me.
Maybe this weekend I'll test it out in the training grounds. It's much easier to tell when you aren't being shot at and trying to stay alive.
Anyway my (mis?)understanding of how UACs are supposed to work is they should only risk jamming when you attempt to fire them before they've reached the end of their cooling cycle, aka a double tap. Semi auto fire should never jam.
#76
Posted 10 July 2015 - 09:32 AM
This set up is not going to cut the mustard:
1 for UAC/2
2 for UAC/5
3 for UAC/10
4 for UAC/20
It's just not going to work for me
As for Ammo, it should go in increments of 20 for full ton and 10 for 1/2 ton:
UAC/2 - Regular: 80; Half: 40
UAC/5 - Regular: 60; Half: 30
UAC/10 - Regular: 40; Half: 20
UAC/20- Regular: 20; Half: 10
this IMO, is way better and works towards cannon, plus the jam chance should be changed as well for quirks.
-40% for UAC/2
-30% for UAC/5
-20% for UAC/10
-10% for UAC/20
I agree, this needs to be explored and initiated, and the results may/may not be for the better overall. Still it's a start.
#77
Posted 10 July 2015 - 09:41 AM
Spr1ggan, on 10 July 2015 - 07:09 AM, said:
The issue was...the person who did the code left, and they can't understand it.
Or something along those lines.
I'd gladly have a look...I'd take a Golden Nova as payment. Perhaps fix the sub-250 PoorDub issue and anything else they're having trouble with.
It makes you wonder....how badly did that guy code? Bad annotation?
#78
Posted 10 July 2015 - 10:39 AM
Joseph Mallan, on 10 July 2015 - 09:14 AM, said:
Ah, so 10 seconds. That means our percentage chance to jam is still way too high. If the TT value is 2.777% and the timeout is 10 seconds, then our percentage chance to jam with a five second timeout should be only 5.54% with zero percent chance to jam on the first shot.
#79
Posted 10 July 2015 - 10:54 AM
I can't believe it without solid evidence.
#80
Posted 10 July 2015 - 12:23 PM
Bishop Steiner, on 07 July 2015 - 12:03 PM, said:
I seriously don't understand this obsession with only running mechs and builds some randoms on the internet tell me are good. Half the fun of this game is customizing and tweaking YOUR mech.
As long as you have some unbiased method of judging performance, there are all sorts of creative and competitive options to explore.
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