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Rip Uac2


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#1 LordNothing

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Posted 17 May 2017 - 07:24 PM

im so glad i decided to run an 8 uac2 dire durring the event, because that build just got a major nerf. jam time has gone up from 3 to 3.75 thus ending its capacity for viability. it now takes its place among the others as too annoying to use. anything with a uac2 in it is going to become crap. at least the cac2 can be upgraded somewhat now.

Edited by LordNothing, 17 May 2017 - 07:25 PM.


#2 El Bandito

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Posted 17 May 2017 - 07:38 PM

But we get jam % reduction skill in the tree. So you can make it up somewhat. I personally don't might switching to CAC2. Less heat anyway.

Edited by El Bandito, 17 May 2017 - 07:39 PM.


#3 LordNothing

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Posted 17 May 2017 - 07:44 PM

View PostEl Bandito, on 17 May 2017 - 07:38 PM, said:

But we get jam % reduction skill in the tree. So you can make it up somewhat. I personally don't might switching to CAC2. Less heat anyway.


what 5%? lol.

#4 Wintersdark

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Posted 17 May 2017 - 07:50 PM

it's interesting. Now that the CAC can get range mods, it actually has a better range than the CUAC2 as well (formerly, range modules made the CAC and CUAC equal).

So, with the CAC being 25% cooler, and having more range, it's a much more interesting choice. Doubletapping 2's has always been pretty questionable anyways, increasing the jam time makes it even easier. But even at 3s jams, that's 4.2 shots lost to a jam; at 3.75 is 5.2 shots lost.

If you're running 6 or 8 of them, I think the "25% cooler" is the important part, though.

#5 LordNothing

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Posted 17 May 2017 - 07:58 PM

View PostWintersdark, on 17 May 2017 - 07:50 PM, said:

it's interesting. Now that the CAC can get range mods, it actually has a better range than the CUAC2 as well (formerly, range modules made the CAC and CUAC equal).

So, with the CAC being 25% cooler, and having more range, it's a much more interesting choice. Doubletapping 2's has always been pretty questionable anyways, increasing the jam time makes it even easier. But even at 3s jams, that's 4.2 shots lost to a jam; at 3.75 is 5.2 shots lost.

If you're running 6 or 8 of them, I think the "25% cooler" is the important part, though.


been saving the 8cac2 dire for after the trees dropped just for this reason.

#6 BumbleBee

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Posted 17 May 2017 - 08:21 PM

i have run a couple of mechs with and without the Jam Chance nodes, and I can tell you it does make a noticeable difference

#7 Monkey Lover

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Posted 17 May 2017 - 08:29 PM

View PostLordNothing, on 17 May 2017 - 07:44 PM, said:


what 5%? lol.


5% of the 17% its at now ,so its now 3.56 with the skill lol

#8 - Pestilence -

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Posted 17 May 2017 - 09:06 PM

View PostBumbleBee, on 17 May 2017 - 08:21 PM, said:

i have run a couple of mechs with and without the Jam Chance nodes, and I can tell you it does make a noticeable difference

I'll check on my EBJ but somehow i think that what you feeling its just placebo effect. You want to feel difference and you feel difference.

#9 Shifty McSwift

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Posted 17 May 2017 - 09:14 PM

Or is it fine and the effect is more of a brown colored glasses effect, with a lot of people declaring 5% jam chance reduction as useless before testing it at all?

#10 Queen of England

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Posted 17 May 2017 - 09:21 PM

View PostShifty McSwift, on 17 May 2017 - 09:14 PM, said:

Or is it fine and the effect is more of a brown colored glasses effect, with a lot of people declaring 5% jam chance reduction as useless before testing it at all?


It is pretty puny - it takes the jam chance from 17% to 16.15%, unless they've changed to jam chance reduction worked without telling anybody.

#11 Scythe Kagato

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Posted 17 May 2017 - 10:17 PM

Ghost jam chance reduction. Top secret stuff.





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