So let us calculate the probability of a Jam 10 UAC5 shots with a 15% jam rate. This would be 1 – (.85)e10 which equals .197 and 1 - .197 = .803 which means that the probability that “You” will experience a jam over 10 UAC5 shots is 80.3% not 15%. So if you take an assault and put 4 IS UAC5s in it, what is the “probability” that one will Jam if all 4 UAC5s are shot at 1 time using 1 click to shoot all 4. The equation for this is 1 – (.85)e4 = .522 and then 1 - .522 = .478 which means that the probability of one of “your” UAC5s jamming is 47.8%. So to test this I went to the training grounds 4 times and fired all 4 once to see how often 1 would jam and here are the results.
Test 1 = 52 Jams out of 100 times fired that would be an observed rate of 52%
Test 2 = 39 Jams out of 100 times fired that would be an observed rate of 39%
Test 3 = 28 Jams out of 100 times fired that would be an observed rate of 28%
Test 4 = 41 Jams out of 100 times fired that would be an observed rate of 41%
Based on the results I would say that a 47.8% probability is a pretty good estimate of how often you will experience a Jam of 1 UAC5 if you have 4 and click 1 time to fire all 4. This is like saying that 52.2% of the time you’ll be able to do the 20 damage per shot for tonnage you are carry. But this not why you want 4 UAC5s, I could fire 100% of the time on all 4 with less tonnage if I just used 4 AC5s. I want to take advantage of the increased rate of fire by using weapon grouping in a 1,2,3,4 configuration and go to town. Lets see what happens.
Now they don’t all jam simultaneously but they do all become jammed where their jam cooldowns overlap, and this is the UAC5s undoing, and defeats the whole purpose of carrying the extra tonnage of 4 UAC5s. Testing this to fire 400 rounds of UAC5 by spamming clicking in 1,2,3,4 setup it took on average 5 minutes because of heat and jams.
All 4 only fired for less than a total of 20 seconds. (not 20 continuous seconds)
3 out of the 4 fired also for a total of less than 20 seconds. (not 20 continuous seconds)
2 out of the 4 fired for a total of aprox 3 minutes. (not 3 continuous minutes)
1 out of the 4 was firing for a total aprox 1 minute.
It is here when we try to take advantage of the UAC5s rate of fire over the AC5 that it fails and I can say that it is not the 15% Jam rate that kills the usefulness of the UAC5 it is actually the Jam Cooldown.
Edited by MadIrish, 19 December 2016 - 11:32 AM.