

Ultra Ac's Issue Need Help For Tech Support
#1
Posted 05 September 2017 - 10:43 PM
So here's the issue I bought a Roughneck and put 2 ultra ac5's on it went into a match and fired once only and had both ultras jam simultaneously and then died as my srms were too far away to do any damage.
I've also had the same thing happen in my King crab that had 4 ultra 5's on I've had all 4 jam at once after just one shot.
This has happened both pre skill tree and with the mechs fully skilled as well.
all the ultras have done it to me so far but oddly not the two's yet.
So if this has happened to you please comment below also if you have video proof could you please post it as well.
Thanks for any replies and thanks for reading
Excalabur50.
#2
Posted 05 September 2017 - 11:31 PM
#3
Posted 05 September 2017 - 11:34 PM
Edited by qS Sachiel, 05 September 2017 - 11:35 PM.
#4
Posted 05 September 2017 - 11:54 PM
Every single time.
#6
Posted 06 September 2017 - 12:14 AM
#7
Posted 06 September 2017 - 01:07 AM
#8
Posted 06 September 2017 - 01:41 AM
#9
Posted 06 September 2017 - 01:49 AM
#10
Posted 06 September 2017 - 08:55 AM
#11
Posted 06 September 2017 - 12:04 PM
FYI PGI fired the guy that programed weapons before he was done removing the bugs an getting them all set up. this may be an on going side effect from PGIs doing.
#12
Posted 06 September 2017 - 12:12 PM
Having something like 4 UACs all jam at once is an extremely low chance, but it happens rather often. Note that if all your UACs have a 15% chance of jamming, having all 4 jam at once is a 0.05% chance if we're going by mathematical probability.
#13
Posted 06 September 2017 - 12:13 PM
Pjwned, on 05 September 2017 - 11:54 PM, said:
Every single time.
El Bandito, on 06 September 2017 - 01:41 AM, said:
There was one, actually
I can't remember who or where, but there was one
It showed UACs fired on recycle (button held down) jamming
#14
Posted 06 September 2017 - 12:23 PM
It happens most with UAC2s due to the lower cooldown and more often when the mouse is held, as opposed to tapped.
I was unable to replicate the issue with only tapping, using UAC2s and UAC5s, but had the issue frequently when holding UAC2s and infrequently when holding UAC5s.
#15
Posted 06 September 2017 - 12:30 PM
#16
Posted 06 September 2017 - 12:55 PM
Weird thing is that I could only replicate it on the Night gyr. The other mechs I tested jammed as expected.
Most people mistake simultaneous jam for one jamming before the other one unjams because you don't immediately notice the first one jamming up until the second one stops everyting. True simultaneous jam should be rare. If it's happening several times a game on a uac/5 or 10, there is probably something wonky going on.
To be honest, I wouldn't be surprised if there is some bug going on with jam chance. its random nature makes it tedious to test for and hard to notice.
Edited by Jman5, 06 September 2017 - 12:56 PM.
#17
Posted 06 September 2017 - 03:51 PM
Mcgral18, on 06 September 2017 - 12:13 PM, said:
I can't remember who or where, but there was one
It showed UACs fired on recycle (button held down) jamming
Button held jamming is a different bug than what I am talking about. I am talking about alleged UACs jamming before firing the first shot.
#18
Posted 06 September 2017 - 05:11 PM
El Bandito, on 06 September 2017 - 03:51 PM, said:
Button held jamming is a different bug than what I am talking about. I am talking about alleged UACs jamming before firing the first shot.
And only you are talking about it, which the rest of us keep wondering about... since nobody in the thread said it jammed without firing the first shot. We've all (that have had this happen) said...it jams after the first button push...which means after the first projectile clears the barrel and then it jams up.
When the first brought in the skill tree to pts... the 15% extra anti-jam chance produced an opposite effect when paired to a mech like the dragon 5N with a 40% base anti-jam quirk. In multiple tests I got 28-30 double taps off consecutively without jamming even once. I reported that in the pts forum and that's likely what led PGI to reduce the % per node from the original 7.5% to a mere 2.5% by the time the patch went live.
#19
Posted 06 September 2017 - 05:24 PM
Anyways, i know its probably paranoia (and i have no hard evidence or recordings to back up my claims), but ive basically given up trying to run dual uac-10s (at least uac-2s have a super short jam time) since i get so many bad games with dual 10s (seems to be most prevalent if the uac-10s are arm mounted, mad2c-d is guaranteed 2-3 double jams per game with the occasional 10+, mad2c-a, hunch, ect is a little less screwy but still ive had enough derpage to reconsider the dual 10 build).
So yeah, no idea if this is just my luck (probably), but dual uac-10s are a no-no for me, 2 uac5+uac10 is reliable, single ballistics are reliable, any amount of uac-2 is at least very low jam duration so its not that punishing in sustained fight. Guess too many complained about quad 10 kodiak and that gun got nerfhammered so hard its barely useable outside of single mounts (even then if it does jam its got such a long unjam time its super risky).
#20
Posted 06 September 2017 - 09:30 PM
El Bandito, on 06 September 2017 - 03:51 PM, said:
Button held jamming is a different bug than what I am talking about. I am talking about alleged UACs jamming before firing the first shot.
I never said before, it fires one round then jams and both or all weapons at once so you are left with nothing but your back up weapons I almost never run without backups, it was happening to me so much I converted my King Crab to straight AC5's
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