Clan Uac Irritations
#1
Posted 09 July 2016 - 06:42 AM
The only two counters to this is for me to have to take timed bursts even when getting lit up by opposing mechs, and to go to normal clan auto cannons which have thier own irritations (namely the lack of a range and cooldown modules).
#2
Posted 09 July 2016 - 06:54 AM
Thats the trade off for being able to double tap.
Edited by Ace Selin, 09 July 2016 - 06:54 AM.
#3
Posted 09 July 2016 - 07:09 AM
Long range + cover is a different situation. It is fair to have jam chance, especially with something like Kodiak 3 and whale.
#4
Posted 09 July 2016 - 07:12 AM
Clan LBX are better brawling weapons as they are FLD
#5
Posted 09 July 2016 - 07:25 AM
#6
Posted 09 July 2016 - 08:42 AM
#7
Posted 09 July 2016 - 01:28 PM
Edited by RedDevil, 09 July 2016 - 01:49 PM.
#8
Posted 09 July 2016 - 01:58 PM
At least we don't have TT rules where a jam would put the gun out of commission until you could get a tech in there.
#9
Posted 09 July 2016 - 02:04 PM
thehiddenedge, on 09 July 2016 - 01:58 PM, said:
Early on, we did. Of course, once people pointed out you end up firing your UAC far, far more often than in TT, that gradually changed to the mechanic we have today (with manual unjam in between).
#10
Posted 09 July 2016 - 06:48 PM
#11
Posted 09 July 2016 - 06:50 PM
Also, first round jams don't happen.
#12
Posted 09 July 2016 - 06:56 PM
But you'll always get better DPS if you double-tap, statistically. (with the exception of the UAC/2, which you actually get marginally lower DPS if you double-tap it)
#13
Posted 09 July 2016 - 07:07 PM
Quote
what we see it all the time
I love it when UACs jam at the same time
I almost never double tap and I hardly carry UACs unless I can pack 2 of them
#14
Posted 10 July 2016 - 07:26 AM
thehiddenedge, on 09 July 2016 - 01:58 PM, said:
At least we don't have TT rules where a jam would put the gun out of commission until you could get a tech in there.
and back up weaponry to fire while your UACs are jammed.
#15
Posted 10 July 2016 - 09:26 AM
#16
Posted 10 July 2016 - 12:30 PM
Edited by chucklesMuch, 10 July 2016 - 12:42 PM.
#17
Posted 11 July 2016 - 01:33 AM
Observer Bias: This means that since a jam affects you a lot more than when you successfully double tap, you notice the jams much more than the extra shots. Every time you jam up, it seems to be weighted more in your observations than when you pull off those free shots. This can skew the perceived RNG in a way that makes it seem like it jams more than it "should".
Sample size: This refers to the fact that any sufficiently random sample can appear to be biased when the sample size is smaller. Really, when we use a weapon only 20-30 times in a match, there is much more possibility of what seems like statistical anomalies, but in reality is merely due to RNG. For example, if I flip a coin 20 times, it's entirely possible, though unlikely, to get 15 heads and 5 tails. Nothing about the actual chances of heads vs. tails has changed. Once I flip that coin 200 times, you'll notice that the chances of that type of distribution go drastically down.
Here is a pretty good analysis on UACs and how double tapping can affect long term DPS.
https://www.reddit.c...alk_about_uacs/
#18
Posted 11 July 2016 - 07:09 AM
chucklesMuch, on 10 July 2016 - 12:30 PM, said:
Even though 30% reduction sounds like a lot, and it can be, but in this case you're taking a percent of a percent that's already low, from my understanding. I believe it's 30% of 15% which ends up being 4.5% off so 10.5% jam chance instead of 15%? If my math is correct. Even 10.5% is going to happen more often than you might think.
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