The Problem With The Uac Jam Is...
#21
Posted 20 February 2017 - 11:01 AM
#22
Posted 20 February 2017 - 12:45 PM
Monkey Lover, on 20 February 2017 - 09:58 AM, said:
This isnt even a good news imo, uac dont need a buff. I didnt make this thread to complain about the jam chance, these guns are way powerful even in single. But it would really be nice to be explicitly told when your gun jams.
#23
Posted 20 February 2017 - 12:50 PM
What else can we do with these weapons?
#25
Posted 20 February 2017 - 02:02 PM
UAC2 - 3 shells (1 damage per)
UAC5 - 3 shells (2.5 damage per)
UAC10 - 3 shells (5 damage per)
UAC20 - 3 shells (10 damage per)
#26
Posted 20 February 2017 - 02:09 PM
Quicksilver Kalasa, on 20 February 2017 - 02:02 PM, said:
UAC2 - 3 shells (1 damage per)
UAC5 - 3 shells (2.5 damage per)
UAC10 - 3 shells (5 damage per)
UAC20 - 3 shells (10 damage per)
All AC's should have been burst fire, with UAC's having a double RoF mode that has a slightly less than 3% chance to jam per burst. Same mode selection would allow for switching ammo in LBX and whatnot... but hey, not my circus=not my monkeys.
Edited by HATER 1, 20 February 2017 - 02:11 PM.
#27
Posted 20 February 2017 - 02:20 PM
HATER 1, on 20 February 2017 - 02:09 PM, said:
No, because then standard ACs would be pointless (more so than they already are).....my reasoning has nothing to do with lore and everything to do with making weapons diverse and different.
Edited by Quicksilver Kalasa, 20 February 2017 - 02:21 PM.
#28
Posted 20 February 2017 - 02:23 PM
#29
Posted 20 February 2017 - 02:25 PM
Stone Wall, on 20 February 2017 - 02:23 PM, said:
You realize that makes Dakka stronger right......?
Dakka typically has the highest sustained DPS of anything. Sustained DPS loves open spaces where enemy mechs can't use cover to poke from and invalidate that higher sustained DPS.
Edited by Quicksilver Kalasa, 20 February 2017 - 02:27 PM.
#30
Posted 20 February 2017 - 02:45 PM
Quicksilver Kalasa, on 20 February 2017 - 02:25 PM, said:
Dakka typically has the highest sustained DPS of anything. Sustained DPS loves open spaces where enemy mechs can't use cover to poke from and invalidate that higher sustained DPS.
Yes but this turns into a game of range vs range. Your DPS doesn't matter if you can't catch up to an enemy or reach him before you are heavily damaged.
This is why people in MW3 and 4 preferred ballistics(minus gauss) in small urban maps.
#31
Posted 20 February 2017 - 02:53 PM
Stone Wall, on 20 February 2017 - 02:45 PM, said:
(U)AC2s don't have that problem.
Stone Wall, on 20 February 2017 - 02:45 PM, said:
They preferred ballistics because LBX20s and RAC5s did insane amounts of damage for really low heat.
Edited by Quicksilver Kalasa, 20 February 2017 - 02:52 PM.
#32
Posted 20 February 2017 - 03:06 PM
Quicksilver Kalasa, on 20 February 2017 - 02:53 PM, said:
Range isn't an issue with those, but is the damage that good against PPCs/LLs? Are people forced to run more than 3 for dakka power? j/w Just watched a video of a guy using 3 of them(with other weapons) and kind of struggled in both HPG and Frozen City.
Quote
I know in the 3rd game, UAC 20s became king on closed Ice Maps. "Cash them ousside" an urban/small ice map and medium lasers or LRMs took them out. Can't speak for MW4 though.
#33
Posted 20 February 2017 - 03:10 PM
Stone Wall, on 20 February 2017 - 03:06 PM, said:
Take away cover and they are definitely better than LLs and PPCs. Extensive cover is the only reason you really don't see more than one UAC2 boat on extreme range loadouts though they handle pushes much better than ERLLs do.
Stone Wall, on 20 February 2017 - 03:06 PM, said:
I'm speaking from an MW4 perspective.
Edited by Quicksilver Kalasa, 20 February 2017 - 03:11 PM.
#34
Posted 20 February 2017 - 03:21 PM
Probably Not, on 20 February 2017 - 08:59 AM, said:
Ah-ha i think i fixed the flaw in your idea there.. Youre right now.. 100% maximum DPS with ZERO chance of Jamming EVER!.
sorry but timing based jam checks would just mean rampant macro abuse to eliminate them completely.. Better to just leave it as a random chance on a double tap. macros wont be able to avoid RNGesus.
#35
Posted 20 February 2017 - 03:54 PM
Stone Wall, on 20 February 2017 - 03:06 PM, said:
Range isn't an issue with those, but is the damage that good against PPCs/LLs? Are people forced to run more than 3 for dakka power? j/w Just watched a video of a guy using 3 of them(with other weapons) and kind of struggled in both HPG and Frozen City.
I know in the 3rd game, UAC 20s became king on closed Ice Maps. "Cash them ousside" an urban/small ice map and medium lasers or LRMs took them out. Can't speak for MW4 though.
4 UAC2 on a H2C Throws out 500 dmg in losses like its going out of style...raspberry jams and all!
Edited by Revis Volek, 20 February 2017 - 03:54 PM.
#36
Posted 20 February 2017 - 06:58 PM
Probably Not, on 20 February 2017 - 09:16 AM, said:
There is caseless ammo in the form of a specialty ammo type for ACs (not the regular ammo type). Caseless ammo by BT rules has doubled ammo per ton but the weapon has a chance to jam and your AC can ONLY handle caseless ammo forever (all or nothing).
#37
Posted 20 February 2017 - 07:05 PM
#38
Posted 20 February 2017 - 10:11 PM
Edited by Magnus Santini, 20 February 2017 - 10:12 PM.
#39
Posted 21 February 2017 - 12:24 AM
Marstorius, on 20 February 2017 - 07:05 PM, said:
the uac2 actually improved with the nerfs, one less second of jam time for only a slight increase in jam chance. i find this weapon a lot more deadly now than ever.
#40
Posted 21 February 2017 - 07:18 AM
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