PFC Carsten, on 13 November 2016 - 02:35 AM, said:
Do UACs jam when you don't double-tap them? I think not.
Lets see.... What happens if i DONT try to doubletap... Lets look at the numbers shall we?
Clan UAC Cooldowns:
UAC2: 0.72
UAC5: 1.66
UAC10: 2.5
UAC20: 4
Jam Time: (after patch)
UAC2: 3
UAC5: 6.5
UAC10: 8
UAC20: 8
Total Cooldown if jammed:
CUAC2: 3.72
CUAC5: 7.16
CUAC10: 10.5
CUAC20: 12
Clan AC Cooldowns:
CAC2: 0.72
CAC5: 1.8
CAC10: 2.9
CAC20: 4.7
IS Cooldowns:
AC2: 0.72
AC5: 1.66
AC10: 2.5
AC20: 4
UAC5: 1.66
IS Jam Time:
UAC5: 6
IS Cooldown if Jammed:
UAC5: 7.66
So... what does all this spam mean?
Well for starters.. the Cooldown on the CUAC's vs the CAC's, when you simply hold down the fire button, has
less than 1 second of a difference. The largest difference being with the CAC20 vs the CUAC20 at
0.7 seconds.
But what if i try to double-tap and jam?
Which quite often happens on the FIRST attempt to double-tap? Well then we get a HUGE difference. With the
smallest cooldown time now being 3.72 seconds, while the highest is a whopping 12 seconds.
Thats roughly 4-12 seconds that your weapon is nothing but dead-weight.
But.. what i i decide that this patch makes NON-Boating UAC use pointless? (which i honestly think it does), and i decide to use the NON-UAC clan weapons.
Well..
the CAC's have a Cooldown that is less than 1 second slower than the IS counterparts.. with the
highest difference being on the AC20 at 0.7 seconds.
With 0 risk to jam. So i may fire less than one second slower than the IS, but at least i'll still be able to fire once every 4 seconds, vs having a deadweight weapon for anywhere from 3.72 seconds, to a whopping 12.
So yes.. when Tuesday comes, i'll be swapping out the UAC on ALL of my Non "Boating" Clan Mech's, and going over to the placeholder cAC's. At least then i'll be on 'even' terms with the IS.. rather than having the legs cut out from under me with a stupidly long jam-time+cooldown duration.
Did they need to address Clan UAC Boating?
Yes.
Did they do it the right way?
Hell no.
Did they solve "Lazer-vomit" by increasing the duration and Heat on every single individual laser? No.. they came up with 'ghost heat'.
Could they have done the same thing with UAC's?
YES!!!!!!!!!!!!!!!!!!!!!!!!!
The better opption would have been to simply have the game check to see how many of each 'like type' UAC is equipped on a mech, and give that mech a increased chance to jam PER GUN, based on how many like-type UAC's were equipped.
For instance:
Standard Jam cance on a CUAC5: 17% (after the patch)
If(count.CUAC5 = 2)
set.jamchance=20%
Then just scale it up more for each 'extra' like-type weapon equipped.
THAT would help them counter the UAC Boating WITHOUT ruining the weapon for every single player who does NOT 'boat' UAC's.
Sadly though, PGI chose the 'easy' rout (which is simply changing a single variable in their database), rather than the more difficult rout (of actually adding in different code). And the end-effect is that they get their "anti-boating" fix.. but at the cost of making the weapon completely useless for anyone who does NOT boat.
*edited added thought*
Also.. on another note.
Not only are Clan's being pushed into using Non UAC weapons to avoid the stupidness of the new jam times.. But the cAC's take up an extra clit slot MORE than the cUAC's.
So we either get screwed over for NOT boating UAC's by having our primary weapon fubar'd for 4-12 seconds, or we lose a crit-slot for the ability to NOT have the risk of jamming, and being on 'equal' terms with IS by using the placeholder cAC's.
Edited by Gwydion Ward, 13 November 2016 - 03:04 PM.