They both have a cooldown of 1.66 seconds, but the UAC/5 is supposed to be faster...
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Are The Stats For The Uac/5 And Ac5 Wrong?
Started by Ankhrodium, Sep 12 2016 02:41 PM
7 replies to this topic
#1
Posted 12 September 2016 - 02:41 PM
#2
Posted 12 September 2016 - 02:44 PM
Ankhrodium, on 12 September 2016 - 02:41 PM, said:
They both have a cooldown of 1.66 seconds, but the UAC/5 is supposed to be faster...
I didnt know it was supposed to be faster... But if you double tap a uac, you technically fired two shots in the same window as firing one from a regular autocannon... Could you consider that to be faster?
#3
Posted 12 September 2016 - 06:23 PM
Ankhrodium, on 12 September 2016 - 02:41 PM, said:
They both have a cooldown of 1.66 seconds, but the UAC/5 is supposed to be faster...
UAC/5 is able to shoot twice as fast as an AC/5 at the risk of jamming. In MWO this means that it has a double tap functionality, allowing you to fire a secondary reserve 'shot' (or burst if using the Clan UAC/5) while it is still reloading the main chamber.
This secondary shot can be fired at any point during the cooldown (reload).
Edited by Koniving, 12 September 2016 - 06:24 PM.
#4
Posted 15 September 2016 - 03:08 AM
Also of note, there are some mechs with a quirk that reduces the UAC5's chance of jamming. Two examples are the Shadowhawk 5M and the Wolverine 7D.
I have a dual UAC5 Shadowhawk 5M build that can tear through mechs when it doesn't jam. It goes through ammo like crazy though, so while it's a good IS scouting mech build for FP, you may have to drop the engine down to slower than you'd like in order to fit enough ammo in it for a 12v12 match.
I have a dual UAC5 Shadowhawk 5M build that can tear through mechs when it doesn't jam. It goes through ammo like crazy though, so while it's a good IS scouting mech build for FP, you may have to drop the engine down to slower than you'd like in order to fit enough ammo in it for a 12v12 match.
#5
Posted 15 September 2016 - 02:14 PM
Ruccus, on 15 September 2016 - 03:08 AM, said:
Also of note, there are some mechs with a quirk that reduces the UAC5's chance of jamming. Two examples are the Shadowhawk 5M and the Wolverine 7D.
I have a dual UAC5 Shadowhawk 5M build that can tear through mechs when it doesn't jam. It goes through ammo like crazy though, so while it's a good IS scouting mech build for FP, you may have to drop the engine down to slower than you'd like in order to fit enough ammo in it for a 12v12 match.
I have a dual UAC5 Shadowhawk 5M build that can tear through mechs when it doesn't jam. It goes through ammo like crazy though, so while it's a good IS scouting mech build for FP, you may have to drop the engine down to slower than you'd like in order to fit enough ammo in it for a 12v12 match.
Ahh the ultrahawk. Way too slow for scouting IMO. Better used as fire support in pug que.
The Wolvie can also only mount a single UAC5, so not much utility there.
Best example would be the Jager-DD, which has the jam quirks and can easily mount 3 UACs.
#6
Posted 16 September 2016 - 08:03 AM
Wolverine I find is better with an ac/5 and several MGs or an LB-X and said MGs.
Pack with some SRMs or streaks for a vicious DPS rig that'll outlast the competition while they overheat.
Pack with some SRMs or streaks for a vicious DPS rig that'll outlast the competition while they overheat.
#7
Posted 16 September 2016 - 09:03 AM
A few years back, well before the Clan invasion, the UAC5 could fore faster than the AC5 without risk of jaming, I think it was something like 1.2 seconds cooldown for the UAC5 at the time, but at that point the UAC was just better and PGI wanted a tradeoff hence equalizing the cooldown between AC5 and UAC5
#8
Posted 16 September 2016 - 12:34 PM
I recall this actually. At the time the ACs worked on a cooldown of:
0.5, 1.5, 2.5 and 4 for the standards and i do believe it was 1.2 for the UAC/5.
The UAC/5 had a few flaws however. It was sometimes able to shoot off three times in a single cooldown, could and would double fire regardless of intent, and the coolest thing of all when it jammed you had a puzzle that would require you to pull out of the front line, find a safe spot and fiddle with the arrow keys and right ctrl for anywhere from 4 to 16 seconds depending on how long it took you to figure out the mini game to unlock it, PER UAC/5!!!!!!
Then someone figured out a macro for it and PGI dropped the mini game (didn't help that it was always the same mini game and it only needed one solution.)
So the faster cooldown had a good purpose to help make up for that.
0.5, 1.5, 2.5 and 4 for the standards and i do believe it was 1.2 for the UAC/5.
The UAC/5 had a few flaws however. It was sometimes able to shoot off three times in a single cooldown, could and would double fire regardless of intent, and the coolest thing of all when it jammed you had a puzzle that would require you to pull out of the front line, find a safe spot and fiddle with the arrow keys and right ctrl for anywhere from 4 to 16 seconds depending on how long it took you to figure out the mini game to unlock it, PER UAC/5!!!!!!
Then someone figured out a macro for it and PGI dropped the mini game (didn't help that it was always the same mini game and it only needed one solution.)
So the faster cooldown had a good purpose to help make up for that.
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