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Mathematical Explanation Why Clan Uac/2 Jam Chance And Duration Are Too High


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#41 Monkey Lover

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Posted 31 December 2015 - 11:45 AM

View PostDeathlike, on 31 December 2015 - 11:36 AM, said:


AC2s were never really a threat in the game. AT BEST, they were a nuisance (like LRMs, but at least it's not LRMs). At worst, they tickle mechs (just not MG levels of tickling).


I have a hard time seeing them as a tickle when looking at 12 damage per shot at 24dmg per second.

That's like fighting a mech with 4 ac20s on chain fire with a 200% range buff hehe


#42 Monkey Lover

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Posted 31 December 2015 - 11:54 AM

View PostKhobai, on 31 December 2015 - 11:42 AM, said:


1) x2 cuac2s are considerably less heat efficient than one uac20
2) x2 cuac2s spread damage around WAY MORE than one uac20

Again I fail to see your point. The cuac2s have massive disadvantages when it comes to heat generation and damage spread. Their only real advantage is range. In every other regard they are inferior to other weapons.



Theres really only one mech that can boat 4-6 of them. The direwolf. And its much better off boating UAC5s.

Because UAC5s yield better heat efficiency as well as better damage spread.


With a ac2 buff you would be getting 4dmg per spot fired just about the same speed as the ac20s 4x5dmg. So the spread will be about the same.
Ac2s still has less heat per damage than the ac20. Just seams higher because your making more damage faster.

On my phone so can't look it up but the executioner,timber and hellbringer can all do atleast 4.


#43 Deathlike

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Posted 31 December 2015 - 11:55 AM

View PostMonkey Lover, on 31 December 2015 - 11:45 AM, said:

I have a hard time seeing them as a tickle when looking at 12 damage per shot at 24dmg per second.

That's like fighting a mech with 4 ac20s on chain fire with a 200% range buff hehe


Spread damage, due to natural inaccuracy (you or your target moving) is akin to "trusting" the SRM damage values. You know it's never going to be full damage to a particular section... it's ALWAYS multiple sections.

Edit:
If your mech's health was "one big life bar", then you'd have a point, but that's not the case here.

Edited by Deathlike, 31 December 2015 - 11:58 AM.


#44 FupDup

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Posted 31 December 2015 - 11:57 AM

View PostMonkey Lover, on 31 December 2015 - 11:45 AM, said:

I have a hard time seeing them as a tickle when looking at 12 damage per shot at 24dmg per second.

That's like fighting a mech with 4 ac20s on chain fire with a 200% range buff hehe

Now remember that the mech carrying those AC/2's has to sacrifice a lot of tonnage for the guns and ammo, and probably a lot of heatsinks too. And remember the heat issues (even without Paranormal Heat) and continuous exposure time. And still having a lower alpha strike than most light mechs. Actually less alpha strike than a single Gauss Rifle, for way more tonnage and heat.

While I can sorta understand not restoring the "glory days" 4.0 DPS to the AC/2, fearmongering over a looming AC/2 meta is like Paul living in fear of the 6 MG Spider having a devastating effect on the back of an Atlas.

Edited by FupDup, 31 December 2015 - 11:58 AM.


#45 Khobai

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Posted 31 December 2015 - 12:00 PM

Yep spread damage ^

But also HEAT. Do you have any idea how hot x4 UAC2s run? Thats 8.88 heat per second.

You will shutdown in about 5 seconds.

#46 Flutterguy

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Posted 31 December 2015 - 12:03 PM

UAC/2s and UAC/5s already do very similar base DPS. I don't see how normalizing their comparative doubletap dps could be problematic.

#47 Khobai

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Posted 31 December 2015 - 12:08 PM

Quote

UAC/2s and UAC/5s already do very similar base DPS. I don't see how normalizing their comparative doubletap dps could be problematic.


This.

The UAC/2 and UAC/5 both do about 3 dps in single fire mode
So it stands to reason they should both do about 4 dps in double fire mode

Again the UAC/2 needs its jam chance lowered. 14% is just stupidly high. It should be 7%-8%.



Heres a chart for all the CUACs and what the CUAC2 should look like (with a 7% jam rate)

Posted Image


As far as I can approximate the jam rate for the CUAC2 should be 7% or possibly 8% depending on how much the extra crit chance on the CUAC2 is worth.

Edited by Khobai, 31 December 2015 - 02:27 PM.


#48 Felicitatem Parco

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Posted 31 December 2015 - 04:33 PM

View PostKhobai, on 31 December 2015 - 12:08 PM, said:


This.

The UAC/2 and UAC/5 both do about 3 dps in single fire mode
So it stands to reason they should both do about 4 dps in double fire mode

Again the UAC/2 needs its jam chance lowered. 14% is just stupidly high. It should be 7%-8%.



Heres a chart for all the CUACs and what the CUAC2 should look like (with a 7% jam rate)

Posted Image


As far as I can approximate the jam rate for the CUAC2 should be 7% or possibly 8% depending on how much the extra crit chance on the CUAC2 is worth.


Yup. Reducing jam chance would help... But I think reducing jam duration would be better of a solution. Jam chance has to do with how sloppy your loading mechanism is and the rate of reloading. Since UAC/2 has tonload many shells quickly, I expect it to jam a fair bit. The unjamming should be faster, though. That would up the DPS on its own accord.

#49 Khobai

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Posted 31 December 2015 - 04:35 PM

Quote

Yup. Reducing jam chance would help... But I think reducing jam duration would be better of a solution. Jam chance has to do with how sloppy your loading mechanism is and the rate of reloading. Since UAC/2 has tonload many shells quickly, I expect it to jam a fair bit. The unjamming should be faster, though. That would up the DPS on its own accord.


that could work as well. it makes sense that a UAC/2 could clear its chamber faster than a UAC/20.

#50 Captain Stiffy

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Posted 31 December 2015 - 04:43 PM

View PostProsperity Park, on 31 December 2015 - 10:09 AM, said:

It's that last fact that I wanted to bring to light. The synergistic combination of more jams and more shots blocked by a single jam.


It occurs to me that it should fire a stream of shots that never ends [unless you let go] until the weapon jams - the jam having a similar percent on damage over time to a UAC/20.

Edited by Captain Stiffy, 31 December 2015 - 10:41 PM.


#51 Felicitatem Parco

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Posted 31 December 2015 - 09:11 PM

View PostCaptain Stiffy, on 31 December 2015 - 04:43 PM, said:


It occurs to me that it should fire a stream of shots that never ends until the weapon jams - the jam having a similar percent on damage over time to a UAC/20.


Fully-automatic autocannons that match the TT and Lore descriptions?!

Preposterous!





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