

Uac5
#1
Posted 17 August 2015 - 09:58 PM
#2
Posted 17 August 2015 - 09:59 PM
#4
Posted 17 August 2015 - 10:17 PM
#5
Posted 17 August 2015 - 10:54 PM
Edited by Sarlic, 17 August 2015 - 10:55 PM.
#6
Posted 18 August 2015 - 01:09 AM
1 ton = 85% more damage after subtracting jam chance (yes it is spread damage so maybe adjust to 50-65% "real world" damage). These are great betting odds with good results even after the jams. If you want the good pay off, learn to live with the jams. Mathematically it is a great deal, but it can really blow big junks at the worst time. This is the nature of this weapon.
the way odds work is that the more times you do it the better the spread. In practice you could have 3 jams all on the first shot. I was under the impression that the jam chance in game occurs after the shot. Maybe I am just used to shooting automatics, if the initial shot does not work that is a dud round that needs to be cleared not a jam.
If it is a clan uac5 you should be able to carry 2-4 ermlas that still do good damage at good ranges. If you do not have at least 12 -20 extra damage along with the single uac that is bad build and it is your problem for being allergic to cheese builds. I only use UAC10s for a single uac or just go gauss.
note uacs are best used when working closely with other mechs so the screen shake is optimized. This should allow you to have someplace to hide when it jams.
#7
Posted 18 August 2015 - 01:23 AM
Going to talk it over with Russ this weekend and show him what we got so far.
Had mentioned it to Russ on Twitter, and when he gets back to the office I'm going to try and talk with him we'll see if what we had on paper will be possible.

So far what we got put together is a heatbar system like a bunch of guys had mentioned in a Post about UAC jam mechanic from a while back, been building on a system that could potentially fix it.
We'll just have to wait and see what Russ thinks about it.
Most likely nothing will come from it, but going to try anyway.
Edited by Mister D, 18 August 2015 - 01:33 AM.
#8
Posted 18 August 2015 - 02:11 AM
With CUAC's, it's almost as if the jam pct is applied to each of the multiple rounds per burst. That would explain the massive jam lock that often happens when double tapping CUAC boat builds. Not here to debate the build, just the jam mechanic.
#9
Posted 18 August 2015 - 03:01 AM
Mister D, on 18 August 2015 - 01:23 AM, said:

I would still rather tie UAC jam to actual 'Mech heat rather than give it a special, MASC-inspired bar. Even a UAC/5 Dakka Whale heats up pretty good.
#10
Posted 18 August 2015 - 04:58 AM
Lasers/Missles/Ballistics/movement/speed, all of it given negative effects the hotter you get to mirror TT heatscale penalties.
#11
Posted 18 August 2015 - 05:24 AM
Some days you're the dog, some days you're the hydrant. You just have to roll with it.
#12
Posted 18 August 2015 - 05:36 AM
#13
Posted 18 August 2015 - 05:53 AM
Lugh, on 18 August 2015 - 05:36 AM, said:
Note, however, that in table top that jam chance came with the jam not being correctable on the battlefield; that drawback would not fly in MWO. I wouldn't mind the jam chance being knocked down some, but 2.9% is way too low.
Edited by Escef, 18 August 2015 - 05:54 AM.
#14
Posted 18 August 2015 - 07:48 AM
#15
Posted 18 August 2015 - 08:13 AM
The more UACs you shoot in a period of time the higher (it would keep increasing if you keep shooting 2-3 UACs non-stop) the jam chance is.
If you only have a single UAC, the UAC jam chance would be lower and constant.
It would nerf the UAC boats while making the single-UACs more viable than they are now.
Edited by Juodas Varnas, 18 August 2015 - 08:14 AM.
#16
Posted 18 August 2015 - 09:53 AM
Yeonne Greene, on 18 August 2015 - 03:01 AM, said:
The problem I see with that approach is that it might dis-incentivize the utility of using UACs for low-heat damage while you're waiting for your heat bar to go down. Low heat is kinda the point of most ballistics...
Edited by FupDup, 18 August 2015 - 09:56 AM.
#17
Posted 18 August 2015 - 12:49 PM
Juodas Varnas, on 18 August 2015 - 08:13 AM, said:
The more UACs you shoot in a period of time the higher (it would keep increasing if you keep shooting 2-3 UACs non-stop) the jam chance is.
If you only have a single UAC, the UAC jam chance would be lower and constant.
It would nerf the UAC boats while making the single-UACs more viable than they are now.
Ghost jam? Careful, there are some Darwin award candidates that will roll with this.
Bring back compulsory military service. Some people may get a clue.
I'm surprised that Germany's 4 gun flakpanzer's don't melt on the spot for daring to run multiple UAC's - but then, their weapons don't jam every fifth damn shot either.
FFS.
#18
Posted 18 August 2015 - 12:53 PM
Mister D, on 18 August 2015 - 01:23 AM, said:
Going to talk it over with Russ this weekend and show him what we got so far.
Had mentioned it to Russ on Twitter, and when he gets back to the office I'm going to try and talk with him we'll see if what we had on paper will be possible.

So far what we got put together is a heatbar system like a bunch of guys had mentioned in a Post about UAC jam mechanic from a while back, been building on a system that could potentially fix it.
We'll just have to wait and see what Russ thinks about it.
Most likely nothing will come from it, but going to try anyway.
Yes please!
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