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Clan Uac Irritations


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#1 Douglas grizzly

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Posted 09 July 2016 - 06:42 AM

I have a few irritations with clan UAC's and not the least is their tendency to jam especially in close combat situations.. I have had first round jams, mid fire jams and so on, and granted it is understandable that they jam when you are having to fire them in a heavy fire mode.
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 Ace Selin

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Posted 09 July 2016 - 06:54 AM

Don't bring UACs if you dont want to have jams, this isn't just a Clan UAC thing you know that right.
Thats the trade off for being able to double tap.

Edited by Ace Selin, 09 July 2016 - 06:54 AM.


#3 M3 SABLE

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Posted 09 July 2016 - 07:09 AM

Lbx at brawling range does not even have its negatives. It actually turns into an acceptable weapon.

Long range + cover is a different situation. It is fair to have jam chance, especially with something like Kodiak 3 and whale.


#4 ImperialKnight

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Posted 09 July 2016 - 07:12 AM

working as intended. get used to the behaviour or don't use it.

Clan LBX are better brawling weapons as they are FLD

#5 Hit the Deck

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Posted 09 July 2016 - 07:25 AM

RNGesus, making people mad since... forever? Even on average people get more out of something where he plays a part.

#6 Chuck Jager

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Posted 09 July 2016 - 08:42 AM

1 ton for 2x damage with 10-15% jam chance (I get way less). This is a great trade, also no double tap no jams. Tapping halfway through the cooldown seems to lesson the jamming.

#7 RedDevil

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Posted 09 July 2016 - 01:28 PM

There was a great thread about clan UAC's and how they increased DPS. The take away was that the bigger the gun, the more DPS was gained. While the UAC5 saw moderate gains, the UAC20 became monstrous, and funnily enough the UAC2 loses DPS on average due to the long cooldown of jams being so much longer than a regular reload.

Edited by RedDevil, 09 July 2016 - 01:49 PM.


#8 thehiddenedge

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Posted 09 July 2016 - 01:58 PM

As someone who uses UAC's on a regular basis, you just gotta get a feel for the timing. Of course spamming the trigger will make you jam like crazy, but you don't HAVE to double tap all the time. Oh, and always have an exit strategy. The RNGjesus may shine on you with his grace and there will be much crittage, but when he forsakes you, you better get behind a teammate, er.. I mean cover.


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 wanderer

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Posted 09 July 2016 - 02:04 PM

View Postthehiddenedge, 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.


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 Malachy Karrde

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Posted 09 July 2016 - 06:48 PM

If you don't double tap every shot you won't jam. I only double tap if the situation is desperate.

#11 LT. HARDCASE

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Posted 09 July 2016 - 06:50 PM

It takes trigger discipline. Don't double tap when you are in a pressure situation where you absolutely can't afford the jam.

Also, first round jams don't happen.

#12 Tarogato

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Posted 09 July 2016 - 06:56 PM

If you hold your mouse button the UAC's will never double fire and thus will never jam.

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 Davegt27

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Posted 09 July 2016 - 07:07 PM

Quote

Also, first round jams don't happen.


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 Bishop Steiner

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Posted 10 July 2016 - 07:26 AM

View Postthehiddenedge, on 09 July 2016 - 01:58 PM, said:

As someone who uses UAC's on a regular basis, you just gotta get a feel for the timing. Of course spamming the trigger will make you jam like crazy, but you don't HAVE to double tap all the time. Oh, and always have an exit strategy. The RNGjesus may shine on you with his grace and there will be much crittage, but when he forsakes you, you better get behind a teammate, er.. I mean cover.


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 xXBagheeraXx

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Posted 10 July 2016 - 09:26 AM

I notice clan uacs jam a lot less if you actually let th efirst salvo completly finish before tapping again. OFC this makes your overall burst REALLY FREAKING LONG, and on slower mechs like a whale, lots of face time = your face gets melted. Ive only ever been successful using Uacs on one of my Ebons, because its so fast i can duck in and out of cover really quick in between jams or get my double taps off quickly.

#16 chucklesMuch

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Posted 10 July 2016 - 12:30 PM

Put a uac5 on my one if my nova's (I get bored using the same builds on all the chasis varients)... with the 30% jam reduction quirk... I must have been rolling really bad last night as I don't recall ever having as many jams before. Especially on the 2nd or third tap!

Edited by chucklesMuch, 10 July 2016 - 12:42 PM.


#17 Boulangerie

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Posted 11 July 2016 - 01:33 AM

There are two statistics terms which I have noticed affect UAC users a lot in this game:

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 0bsidion

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Posted 11 July 2016 - 07:09 AM

View PostchucklesMuch, on 10 July 2016 - 12:30 PM, said:

Put a uac5 on my one if my nova's (I get bored using the same builds on all the chasis varients)... with the 30% jam reduction quirk... I must have been rolling really bad last night as I don't recall ever having as many jams before. Especially on the 2nd or third tap!


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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