The6thMessenger, on 03 June 2017 - 01:13 AM, said:
Before we start, I agree that current jamming system is kind of OK. However, it does have some gripe that i wish done away with, by a better system. This is just some brain-storming, i was just sharing an idea of mine.
The current UAC has an annoying "**** you in particular" Jamming, and if the RNG Jesus hates you, it could jam you every time, else if it has your favor it would almost never jam.
"Sustained periods of rapid fire", meaning Jamming is not completely by chance, it's also affected by heat build-up. So what we have today, it shouldn't jam the very-first attempted double-shot.
I know, MWO =/= BT, as FPS has different mechanics over TT. However, appealing to lore is just here to garner support.
So how would it work? Lets make use of the IS UAC5, it has 15% chance jamming, at 6.5s jam duration + 1.66s cooldown = 8.16s total down time. That means it jams at mean 6.666667 double shots or it did 13.333333 shots, or 66.666667 damage before jamming, and having done so it suffered a cumulative 11.0666667s cooldown + 7.66 (6.0s + 1.66s) cumulative jam time = 18.72666666666667s, doing 66.666667 damage in the process. Thus it did 3.559985760056959 total DPS. But a total 7.66s of down-time.
The new system would go like this:
Each shot builds up the Jam Meter, if you fired for 10 shots, and ceased shooting after 0.83s has passed in which the weapon is able to fire again, the gauge will gradually decrease on it's own, and it would take (Jam Duration/shot * shots made) or 5.745s for the gauge to be completely cleared.
When ceasing to shoot on your own, you can continue the fire even if you have not completely cleared the gauge, but that means you will only continue building up on it. Such as if you only exhausted 2 seconds, and there's 3.745s left before the gauge is clear and you fired 6 more shells, you accumulate 3.447s more jam duration into a total 7.192s -- now it takes longer for the gauge to clear.
That means each shot, the UAC at it's current cooldown would require 0.83s after every shot before the gauge would start going down. Should the gauge is full, the weapon is completely locked. You cannot further shoot until the gauge is completely cleared, as opposed of being able to accumulate more jam duration.
The total jam duration is actually 7.4685s, but what if it was made so that accumulated jam duration is 7.4684s? It still doesn't jam, and you can still shoot one more. However the jam duration can extend as much to 7.7664s if that happens.
Recalculating Effective DPS:
It jams at 13th shot, so it did 65 damage, the total jam duration is 7.4685 + (0.83 x 13) = 18.2585s, so 65 divided by 18.2585s = 3.55998576005696 DPS, which is practcally equal to the current effective DPS of the current iteration of the UAC5, which is 3.559985760056959.
Now what if a 14th shot was managed? That maximum 7.7664s jam chance? Total of 18.5564s + 0.5744s of waiting = 19.1308s. 70 damage done in 19.0508s, is 3.659021055052585 DPS maximum, yes. Of course that only happens on pin-point control which may be very difficult to achieve. So if that is unacceptable, the 14th shot could have an increased jam duration penalty akin to ghost-heat. Instead of adding just 0.5745s, it would instead add 0.8724s of cooldown to normalize it into the target EDPS, at a total of 8.3408s jam duration.
How about Clan UAC5? It fires on burst, so it would be readjusted accordingly, by firing lower-damage shells at a faster ROF and more burst. Since the Jam Duration is at 6.5, and chance at 17%, it's recalculated.
Currently, it has an average of 5.882352941176471 shots before jamming, thus doing 58.82352941176471 damage average total before jamming. Having a cumulative 9.764705882352941 cooldown + 6.5s jamming then suffering that additional 1.66s extra cooldown, it does 3.281701233919664 DPS instead. The cumulative cooldown must be at 18.2832, so - 9.96 = 8.3232 Jam Threshold, and 0.3468s duration/shot.
The current UAC has an annoying "**** you in particular" Jamming, and if the RNG Jesus hates you, it could jam you every time, else if it has your favor it would almost never jam.
Quote
http://www.sarna.net...ltra_Autocannon
The Ultra Autocannon technology was originally developed by Kawabata Weapons Inc, in the form of a specialized autocannon/5, specifically for use by Defiance Industries's new Sentinel BattleMech design.[1] In order to improve upon the standard autocannon's already-prodigious rate of fire, the engineers chose a magnetic loading system which could feed rounds into the firing chamber much faster than mechanical methods; this also necessitated the use of ammunition which contained highly-magnetic material. The rounds were further enhanced with the use of a new aluminum/foamed titanium alloy which made them lighter and hence achieved superior muzzle velocities over standard ammunition.[2] The result was a weapon that resembled a normal autocannon - with a shorter, smooth-bore barrel - but had a superior effective range compared to standard AC/5s or LRMs and could operate at either normal or double the rate of fire.[1][3]
While these enhancements made the Ultra AC/5 a superior weapon, it was only after it began to see battlefield use that several problems emerged. Although it could achieve a comparable rate of fire, the Ultra AC/5 was not as accurate as paired AC/5s mounted together. Additionally, besides burning through ammunition more quickly and generating more waste heat, operating the AC/5 at its maximum rate caused the weapon to vibrate violently, potentially causing internal damage to the 'Mech carrying it without sufficient precautions.[1] The most damning flaw in the weapon though was its magnetic firing mechanism which, after sustained periods of rapid fire, would experience thermal expansion and fuse a round in the firing chamber. Many MechWarriors baulked at the notion of a weapon which could be rendered useless for the rest of a fight and chose to stick with standard autocannons. Due to this flaw in its design, security around the Ultra technology was neglected, allowing other companies to acquire it and build versions of their own, while for the same reason no attempts were made to develop different calibers of Ultra autocannons.[2]
Like many pieces of advanced Star League technology, Kawabata and their unique weapons disappeared during the maelstrom of the Succession Wars, though the Clans retained and refined the technology, eventually producing variants in all autocannon classes. Thanks to the Helm Memory Core, the Successor States regained the ability to produce the original Ultra AC/5 in 3035.[4] Using this weapon and Clan-tech salvage, Inner Sphere scientists were eventually able to introduce Ultra versions of the AC/2 and AC/10 in 3057, and finally the AC/20 in 3060.[5]
The Ultra Autocannon technology was originally developed by Kawabata Weapons Inc, in the form of a specialized autocannon/5, specifically for use by Defiance Industries's new Sentinel BattleMech design.[1] In order to improve upon the standard autocannon's already-prodigious rate of fire, the engineers chose a magnetic loading system which could feed rounds into the firing chamber much faster than mechanical methods; this also necessitated the use of ammunition which contained highly-magnetic material. The rounds were further enhanced with the use of a new aluminum/foamed titanium alloy which made them lighter and hence achieved superior muzzle velocities over standard ammunition.[2] The result was a weapon that resembled a normal autocannon - with a shorter, smooth-bore barrel - but had a superior effective range compared to standard AC/5s or LRMs and could operate at either normal or double the rate of fire.[1][3]
While these enhancements made the Ultra AC/5 a superior weapon, it was only after it began to see battlefield use that several problems emerged. Although it could achieve a comparable rate of fire, the Ultra AC/5 was not as accurate as paired AC/5s mounted together. Additionally, besides burning through ammunition more quickly and generating more waste heat, operating the AC/5 at its maximum rate caused the weapon to vibrate violently, potentially causing internal damage to the 'Mech carrying it without sufficient precautions.[1] The most damning flaw in the weapon though was its magnetic firing mechanism which, after sustained periods of rapid fire, would experience thermal expansion and fuse a round in the firing chamber. Many MechWarriors baulked at the notion of a weapon which could be rendered useless for the rest of a fight and chose to stick with standard autocannons. Due to this flaw in its design, security around the Ultra technology was neglected, allowing other companies to acquire it and build versions of their own, while for the same reason no attempts were made to develop different calibers of Ultra autocannons.[2]
Like many pieces of advanced Star League technology, Kawabata and their unique weapons disappeared during the maelstrom of the Succession Wars, though the Clans retained and refined the technology, eventually producing variants in all autocannon classes. Thanks to the Helm Memory Core, the Successor States regained the ability to produce the original Ultra AC/5 in 3035.[4] Using this weapon and Clan-tech salvage, Inner Sphere scientists were eventually able to introduce Ultra versions of the AC/2 and AC/10 in 3057, and finally the AC/20 in 3060.[5]
"Sustained periods of rapid fire", meaning Jamming is not completely by chance, it's also affected by heat build-up. So what we have today, it shouldn't jam the very-first attempted double-shot.
I know, MWO =/= BT, as FPS has different mechanics over TT. However, appealing to lore is just here to garner support.
Quote
UAC Heat Gauge
Basically this, as opposed of by chance Jamming, the UAC would jam only after a set amount of shots have been achieved. Think of it as a Flamer that's building up that gauge, and then having penalty heat when being fired afterwards. Not shooting when UAC is not on cooldown would decrease the gauge.
Basically this, as opposed of by chance Jamming, the UAC would jam only after a set amount of shots have been achieved. Think of it as a Flamer that's building up that gauge, and then having penalty heat when being fired afterwards. Not shooting when UAC is not on cooldown would decrease the gauge.
So how would it work? Lets make use of the IS UAC5, it has 15% chance jamming, at 6.5s jam duration + 1.66s cooldown = 8.16s total down time. That means it jams at mean 6.666667 double shots or it did 13.333333 shots, or 66.666667 damage before jamming, and having done so it suffered a cumulative 11.0666667s cooldown + 7.66 (6.0s + 1.66s) cumulative jam time = 18.72666666666667s, doing 66.666667 damage in the process. Thus it did 3.559985760056959 total DPS. But a total 7.66s of down-time.
The new system would go like this:
Quote
UAC5
Fire Interval: 0.83s
Shot Threshold: 13
Jam Duration/shot: 0.5745s
Jam Duration Threshold: 7.4685s
Fire Interval: 0.83s
Shot Threshold: 13
Jam Duration/shot: 0.5745s
Jam Duration Threshold: 7.4685s
Each shot builds up the Jam Meter, if you fired for 10 shots, and ceased shooting after 0.83s has passed in which the weapon is able to fire again, the gauge will gradually decrease on it's own, and it would take (Jam Duration/shot * shots made) or 5.745s for the gauge to be completely cleared.
When ceasing to shoot on your own, you can continue the fire even if you have not completely cleared the gauge, but that means you will only continue building up on it. Such as if you only exhausted 2 seconds, and there's 3.745s left before the gauge is clear and you fired 6 more shells, you accumulate 3.447s more jam duration into a total 7.192s -- now it takes longer for the gauge to clear.
That means each shot, the UAC at it's current cooldown would require 0.83s after every shot before the gauge would start going down. Should the gauge is full, the weapon is completely locked. You cannot further shoot until the gauge is completely cleared, as opposed of being able to accumulate more jam duration.
The total jam duration is actually 7.4685s, but what if it was made so that accumulated jam duration is 7.4684s? It still doesn't jam, and you can still shoot one more. However the jam duration can extend as much to 7.7664s if that happens.
Recalculating Effective DPS:
It jams at 13th shot, so it did 65 damage, the total jam duration is 7.4685 + (0.83 x 13) = 18.2585s, so 65 divided by 18.2585s = 3.55998576005696 DPS, which is practcally equal to the current effective DPS of the current iteration of the UAC5, which is 3.559985760056959.
Now what if a 14th shot was managed? That maximum 7.7664s jam chance? Total of 18.5564s + 0.5744s of waiting = 19.1308s. 70 damage done in 19.0508s, is 3.659021055052585 DPS maximum, yes. Of course that only happens on pin-point control which may be very difficult to achieve. So if that is unacceptable, the 14th shot could have an increased jam duration penalty akin to ghost-heat. Instead of adding just 0.5745s, it would instead add 0.8724s of cooldown to normalize it into the target EDPS, at a total of 8.3408s jam duration.
Quote
C-UAC5
Damage: 2.5
Fire Interval: 0.415s
Shot Threshold: 24
Jam Duration/shot: 0.3468s
Jam Duration Threshold: 8.3232s
Damage: 2.5
Fire Interval: 0.415s
Shot Threshold: 24
Jam Duration/shot: 0.3468s
Jam Duration Threshold: 8.3232s
How about Clan UAC5? It fires on burst, so it would be readjusted accordingly, by firing lower-damage shells at a faster ROF and more burst. Since the Jam Duration is at 6.5, and chance at 17%, it's recalculated.
Currently, it has an average of 5.882352941176471 shots before jamming, thus doing 58.82352941176471 damage average total before jamming. Having a cumulative 9.764705882352941 cooldown + 6.5s jamming then suffering that additional 1.66s extra cooldown, it does 3.281701233919664 DPS instead. The cumulative cooldown must be at 18.2832, so - 9.96 = 8.3232 Jam Threshold, and 0.3468s duration/shot.
Edited by The6thMessenger, 05 June 2017 - 12:07 PM.