- The UAC change is a normalization of the double-tap feature of UACs. Jam chance and jam duration only affects the double-tap, not the base DPS.
UAC5..........................26.6%.....................................................18.0%.....................6.8%
cUAC2........................-7.9%......................................................16.2%..................-17.1% (buff)
cUAC5........................33.0%......................................................20.8%....................9.1%
cUAC10......................46.4%......................................................23.3%...................15.8%
cUAC20......................60.3%......................................................43.2%...................10.6%
- The average effect is that the DPS gain from double-tapping has been normalized from a spread of ~ -8-+60% to 16-43% (where cUAC20 is an outlier, the others are within 16-23%)
- This is not a ghost-mechanic, and it never was. It's a pure weapon performance normalization. It does not punish single UACs more than boated UACs. It may be perceived that way depending on how you build your mech and by how you play it (i.e. do you always double-tap, totally ignoring the situation on the battlefield?).
- What boating does is spread the jam probabilities between several weapons, meaning that you will experience closer to the average result, on average. That is, you less often gain a 100% DPS boost, and you less often get hit by all weapons being jammed, giving you a 100% DPS nerf. Both become less likely and you operate around the ~20% DPS increase. This makes it so that UAC boats can continue to mindlessly always double-tap in all situations more or less.
- What single-UAC use experiences is less reliability. That makes it more of a feast-or-famine weapon. You will experience full weapon lock-out more often, sure, but you also will be rewarded with a 100% DPS increase more often because your single UAC didn't jam. On average, you will still be at ~20% gain when double-tapping. This demands a little thought from the pilot. You can actually mitigate some of this and play the odds there and then on the battlefield by situational awareness. Double-tapping the first shot when committing to a brawl comes with a risk, though that risk is negligible if you have the option to recover in case of a jam.
- 8 seconds is long for cUAC10's and 20's. It is 3 secs longer than it used to be. It would probably have been preferable to instead increase the odds of a jam and keep the duration unchanged, in that case the chance should have been increased to ~27% (for cUAC10s) to give the same average DPS-boost, which is pretty high. Perhaps something in between had been the best. That said, it's not 12 seconds for all UACs like has been insinuated, that's misleading. You always have the cooldown, jam or no jam, so the jam time is a flat 8 seconds extra penalty for UAC10 and UAC20.
This is indeed a nerf to dakka-boats (10-15% dps nerf), but the main purpose should have been to normalize the double-tap gain from the different UAC variants. The cUAC10 got a disproportionally high gain from double-tapping compared to the other UACs (not counting the cUAC20 because it sort of sucks for other reasons. The double-tap gain on that is still huge). cUAC2's were completely broken before and lost DPS when doubletapping. This change has corrected this.
10-15% DPS nerf on dakka may motivate a small cooldown nerf on gauss+ppc, personally I wouldn't mind that. May be good for variety.
Edited by Duke Nedo, 16 November 2016 - 01:06 AM.