Edited by LordNothing, 17 May 2017 - 07:25 PM.
2
Rip Uac2
Started by LordNothing, May 17 2017 07:24 PM
10 replies to this topic
#1
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.
#2
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.
#4
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.
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
Posted 17 May 2017 - 07:58 PM
Wintersdark, 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.
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
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
#8
Posted 17 May 2017 - 09:06 PM
BumbleBee, 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
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
Posted 17 May 2017 - 09:21 PM
Shifty 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
Posted 17 May 2017 - 10:17 PM
Ghost jam chance reduction. Top secret stuff.
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