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Lets Discuss, Rac And Uac Jamming


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#41 JC Daxion

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Posted 04 April 2019 - 07:26 AM

View PostMystere, on 04 April 2019 - 07:04 AM, said:




But until then, I'll be using macros 100% of the time. Posted Image




Sweet, i can also use, NOT using macros out side of the forever mech grind as a reason why i am not awesome! <evilgrin>

#42 B L O O D W I T C H

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Posted 04 April 2019 - 07:47 AM

From some of the statements here i get the impression that some people think UACs have double the dps of regular ACs.
They don't. They are not designed to be superior ACs. They have the same dps as regular ACs. Double tapping is an option, it's RNG and CAN result in double dps or no dps at all. That is precisely how UACs are designed.
If it jams, it's the pilots fault. Just because everyone and their moms are double tap all the time doesn't mean the jam mechanic needs to change.
If someone double tabs it's because he wanted to gamble on the double DPS, it's entirely the pilots fault for having no dps at all when the cannon jams, could have decided to not use the feature and have regular 100% dps.

It's the same with RACs, red-lining is an OPTION not a must, jams are entirely the pilots fault as well. If someone wants to gamble on extra DPS or jam, it's not the weapons fault for jamming.

TL;DR. Jamming mechanic is currently fine. Zero need to change imo.

Now what we could talk about is how to set UACs, RACs and regular ACs (especially regular Clan ACs) appart.
What would be ideas to give each weapon it's niche?
Clan UACs occupy regular Clan ACs niche, there is virtually no reason to choose a regular AC.
RAC5 (double) usually gets outshined by RAC2 (triple).
RACs and UACs (2s and 5s) have the same dps niche in reality. A sleipnir with UACs doesn't play much different from a triple RAC Cyclops (face tanking, no twist).
UAC 10s and 20s are more of a burst typ, 20s are underused imo (thanks to failing ghostheat mechanics for double taps).

So setting RAC2 RAC5 UAC2 and UAC5 a bit further appart should do the trick. giving each a more defined niche to shine in.

#43 Mystere

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Posted 04 April 2019 - 08:09 AM

View PostToha Heavy Industries, on 04 April 2019 - 07:47 AM, said:

From some of the statements here i get the impression that some people think UACs have double the dps of regular ACs.
They don't. They are not designed to be superior ACs. They have the same dps as regular ACs. Double tapping is an option, it's RNG and CAN result in double dps or no dps at all. That is precisely how UACs are designed.
If it jams, it's the pilots fault. Just because everyone and their moms are double tap all the time doesn't mean the jam mechanic needs to change.
If someone double tabs it's because he wanted to gamble on the double DPS, it's entirely the pilots fault for having no dps at all when the cannon jams, could have decided to not use the feature and have regular 100% dps.


Some people are asking for more predictability because, to them, RNJesus is The Devil Incarnate. Posted Image

#44 B L O O D W I T C H

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Posted 04 April 2019 - 08:16 AM

View PostMystere, on 04 April 2019 - 08:09 AM, said:


Some people are asking for more predictability because, to them, RNJesus is The Devil Incarnate. Posted Image


Yup, that's what i am at. Not double tapping is 100% DPS 100% of the time. Not red-lining is 100% dps 100% of the time.
I might go as far as taking a guess that people are so much more likely to remember when they jam up their guns then remembering all the time they got 200% DPS out of their not jamming guns.

#45 Horseman

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Posted 04 April 2019 - 09:34 AM

View PostThe6thMessenger, on 03 April 2019 - 11:59 PM, said:

UACs are a bit more upfront if you're lucky. If it's a UAC20, and you could double-tap, that is 40 damage in relative succession, and is essentially 8 DPS if you don't jam, the UAC5 could double tap 10s which is essentially 6.02 DPS if you don't jam.

The iUAC20 does a cumulative 36.0714285s CD for doing 285.7142857 damage with an effective DPS of 7.92. The iUAC5 does a cumulative 17.06667s CD for doing 66.6667 damage with an effective DPS of 3.906249. And so on and so forth.

Your DPS calculation is a bit inflated. Factoring jam rates and projectile delay (which exists for any AC or UAC that fires more than one projectile): https://docs.google....df2I/edit#gid=0

View PostToha Heavy Industries, on 04 April 2019 - 07:47 AM, said:

They don't. They are not designed to be superior ACs. They have the same dps as regular ACs. Double tapping is an option, it's RNG and CAN result in double dps or no dps at all. That is precisely how UACs are designed.
If you're not double-tapping IS UACs, you're wasting tonnage.

Quote

Clan UACs occupy regular Clan ACs niche, there is virtually no reason to choose a regular AC.
Except C-UAC2 which provides worse double-tap DPS than C-AC2 when unskilled for jam duration, and is outdone by a C-AC2 if the mech has 9% or more applicable cooldown reduction.

Edited by Horseman, 04 April 2019 - 09:38 AM.


#46 B L O O D W I T C H

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Posted 04 April 2019 - 09:49 AM

View PostHorseman, on 04 April 2019 - 09:34 AM, said:

If you're not double-tapping IS UACs, you're wasting tonnage.


If you tab it like mad, jam your uacs while pushing you're not only even wasting tonnage but your whole mech.

I was just on about double tap being a feature, not a must.
Question is, do i need to gamble on extra dps? Can i afford to jam my weapon right now? Can i retreat in chance i jam up my weapon?
This kind of thought processes instead of "hurr durr *double tap* where did my dps go?!".

View PostHorseman, on 04 April 2019 - 09:34 AM, said:

Except C-UAC2 which provides worse double-tap DPS than C-AC2 when unskilled for jam duration, and is outdone by a C-AC2 if the mech has 9% or more applicable cooldown reduction.


That's actually fairly interesting. I'm running a night gyr with hex uac2, gotta test how if fairs if i replace some UACs with regular ACs. Thanks!

#47 M R T

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Posted 04 April 2019 - 01:40 PM

View PostToha Heavy Industries, on 04 April 2019 - 07:47 AM, said:

TL;DR. Jamming mechanic is currently fine. Zero need to change imo.

I would like to keep the weapons as they are, but remove the random element from it. That way the weapon will jam for sure when you over use it, instead of maybe sometime. Other than that, I think it should stay exactly the same.

#48 Athom83

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Posted 04 April 2019 - 02:09 PM

RACs; I like the idea of of it jamming when it reaches redline. The problem with that is that it would then need a buff to DPS and a longer time before it redlines.

UACs; The idea of a jam bar that increases when you DTap is very... Living Legends. It's probably the best way to go, for sure. However, how about having a line before redline (call it orangeline) where it has a chance to jam once it passes that line but still always jams when/if it hits redline.

ACs; With the proposed/discused changes to RACs and UACs... regular ACs are kinda left a bit in the dust. Maybe a slight cooldown reduction (slight faster firing than standard firing UACs), increases to velocity, increased impact force, or whatever. With some builds I do like regular IS AC over UACs (cACs literally have no point in existing at this point, and if you're currently using them then you are dumb. This is not opinion, this is fact. You are literally shooting yourself in the foot using cACs over cUACs or cLB.) as it gives a singular punch in a targeted are instead of putting as much damage downrange as possible, but with making the other options even better you need to buff the 'standard' options to not completely invalidate them. But then that gets into the powercreep discussion, which I have my own views on (personally I think almost every weapon in game needs a cooldown nerf, but then "Alpha warrior Online!" comments crying about stupid high trading alphas become even more meta. Et cetera.)

LB; ******* FIX LBs! They're a pretty fun idea of a weapon system. The implementation leaves things to be desired for. Other than cLB-20s, pretty much all the LBs somewhat sucks. Easiest fix would be to lessen the spread and increase velocity. A better "fix" is a rework to make them airburst like that one scene from Elysium.
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#49 The6thMessenger

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Posted 04 April 2019 - 02:10 PM

View PostToha Heavy Industries, on 04 April 2019 - 08:16 AM, said:

Yup, that's what i am at. Not double tapping is 100% DPS 100% of the time. Not red-lining is 100% dps 100% of the time.

I might go as far as taking a guess that people are so much more likely to remember when they jam up their guns then remembering all the time they got 200% DPS out of their not jamming guns.


That is just flat out wrong for the RACs.

Jam Duration and Disspation is at equal 10s. Which means if you jam, you are just basically forced to dissipate the entire jam-bar with no extensions of downtime, unlike UACs. So it is quite literally in your best interest to just redline the RACs to maximize the damage.

View PostHorseman, on 04 April 2019 - 09:34 AM, said:

Your DPS calculation is a bit inflated. Factoring jam rates and projectile delay (which exists for any AC or UAC that fires more than one projectile): https://docs.google....df2I/edit#gid=0


The cooldown actually starts when the volley starts, so I didn't feel the need to add it.

View PostHorseman, on 04 April 2019 - 09:34 AM, said:

If you're not double-tapping IS UACs, you're wasting tonnage.


Yes, thank you.

View PostHorseman, on 04 April 2019 - 09:34 AM, said:

Except C-UAC2 which provides worse double-tap DPS than C-AC2 when unskilled for jam duration, and is outdone by a C-AC2 if the mech has 9% or more applicable cooldown reduction.


Yup.

The point of 2x CD with 0% jam chance, to normalize the DPS and even lower it from the standard ACs is to give ACs better niche. The UACs having double-tap is already waaay better as it adheres to the meta anyways.

View PostAthom83, on 04 April 2019 - 02:09 PM, said:

RACs; I like the idea of of it jamming when it reaches redline. The problem with that is that it would then need a buff to DPS and a longer time before it redlines.


Honestly, no, that's not necessary.

For example, the RAC5 does 10 DPS with 6s jam-gauge -1s of spin-up time with 5s of firing time, does 50 damage with 4s cooldown afterwards, gives a 5s EDPS for a 10 tonner. The RAC2 on the other hand, if it does 6 DPS with 7s jam-gauge -1s spin-up time with 6s of firing-time, does 36 damage with 4s cooldown afterwards, gives 3.27 EDPS for an 8-tonner.

And consider this, the RAC5 would have done 50 damage a single long burst, the RAC2 does 36 damage a single long-burst, that's waaay higher considering that other ACs like AC2s and AC5 are just basically 2 and 5 damage per "burst", and doubled with UACs. It's basically a laser with really large damage.

Edited by The6thMessenger, 04 April 2019 - 02:21 PM.


#50 GuardDogg

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Posted 04 April 2019 - 08:37 PM

I say those who use Racs. are out to tick others off, and also get numbers. Myself I never use em for many reasons. Main one is sound bug. I get the Rac sound loop, or even from team mates, that doesn't end until I exit round. Two they are annoying as heck. Timing also is a problem. Just to round up the guns (or jamming) to get them to fire is your demise.

#51 Horseman

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Posted 04 April 2019 - 11:43 PM

View PostThe6thMessenger, on 04 April 2019 - 02:10 PM, said:

The cooldown actually starts when the volley starts, so I didn't feel the need to add it.

This can be tested.
Let's take an IS mech that can carry both an AC20 and a UAC20 at the same time, with no dedicated AC20 (or UAC20) quirks, thus giving them an identical cooldown time of 4s.
If your information is correct, the UAC should be ready to fire at exactly the same point when the AC20 is and their cooldown bars should progress identically.
If my information is correct, the AC should be ready to fire 0.22s faster than the UAC.

https://imgur.com/a/UVuRFct

The proof, as they say, is in the pudding.

Edited by Horseman, 05 April 2019 - 12:05 AM.


#52 The6thMessenger

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Posted 05 April 2019 - 01:15 AM

View PostHorseman, on 04 April 2019 - 11:43 PM, said:

This can be tested.
Let's take an IS mech that can carry both an AC20 and a UAC20 at the same time, with no dedicated AC20 (or UAC20) quirks, thus giving them an identical cooldown time of 4s.
If your information is correct, the UAC should be ready to fire at exactly the same point when the AC20 is and their cooldown bars should progress identically.
If my information is correct, the AC should be ready to fire 0.22s faster than the UAC.

https://imgur.com/a/UVuRFct

The proof, as they say, is in the pudding.


I see. Okay sure, my bad.

#53 B L O O D W I T C H

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Posted 05 April 2019 - 02:58 AM

View PostThe6thMessenger, on 04 April 2019 - 02:10 PM, said:

That is just flat out wrong for the RACs. Jam Duration and Disspation is at equal 10s. Which means if you jam, you are just basically forced to dissipate the entire jam-bar with no extensions of downtime, unlike UACs.


You are right about the durations but you took it out of context. You even quoted what i was on about. Guess i couldn't converse the message well.

Again, not red lining is the guaranteed DPS, red lining is additional DPS.

View PostThe6thMessenger, on 04 April 2019 - 02:10 PM, said:

So it is quite literally in your best interest to just redline the RACs to maximize the damage.


Again, you're right but you're also wrong.
I've said it before, it is situational. Red lining is an option not a must.
Having a good position where you can afford to red line is a situation where you want to gamble on additional DPS.

Beeing exposed for more then 10 seconds, knowing that you might or might not get a kill while red-lining and gambling on additional damage is not what you want to do. Maximize dps, actually let the RAC flip the coin, might work or you might end up with your pants down (jammed) infront of the enemy for 1 second of extra damage.

Ideally, you want to get the most out of the damage output but that doesn't mean you want to red-line in every situation.
I say that because i see it way too often ingame. Those are easy kills when someone is gambling on double taps or red lining and is quite literally losing the bet. They get the idea that they died because their weapon jammed or better said, their jam mechanic didn't worked in their favor. I'd argue that it's not the fault of the jam mechanic, it's the tactical error of the user which got him killed.

View PostThe6thMessenger, on 04 April 2019 - 02:10 PM, said:

Honestly, no, that's not necessary.

For example, the RAC5 does 10 DPS with 6s jam-gauge -1s of spin-up time with 5s of firing time, does 50 damage with 4s cooldown afterwards, gives a 5s EDPS for a 10 tonner. The RAC2 on the other hand, if it does 6 DPS with 7s jam-gauge -1s spin-up time with 6s of firing-time, does 36 damage with 4s cooldown afterwards, gives 3.27 EDPS for an 8-tonner.

And consider this, the RAC5 would have done 50 damage a single long burst, the RAC2 does 36 damage a single long-burst, that's waaay higher considering that other ACs like AC2s and AC5 are just basically 2 and 5 damage per "burst", and doubled with UACs. It's basically a laser with really large damage.


Apples and oranges.

Firstly, you have the ghostheat limit of 2 for RAC5 but 3 for (or with) RAC2
3x RAC2 > 2x RAC5

Then you have the spin up mechanic which ACs don't have.

You also compare a full cycle of RAC with a single shell of AC.
A RAC2 might guarantee for 6 seconds of fring but that's it then.
An AC2 does about 12 shots in 7 seconds, that's 24 damage, additionally, the AC2 can keep firing while the RAC needs to work down the jamming bar. So in reality you're looking at different numbers, while the jam chance of the RAC makes it somewhat of a wildcard.

You also ignore facetanking and tactics.
An UAC5 might shoot 4 times (2 double taps in 1,5 second) before a RAC5 started to fire a mere half second (spin up).

The point i'm trying to make here is that we shouldn't look at dps numbers alone, it doesn't represent accurately what's happening ingame.

#54 Lances107

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Posted 05 April 2019 - 05:23 AM

6th Messenger. Its not that simple. You have to consider other aspects too. Namely Heavy gauss, and IS ACs. It is well known that IS ACs have a edge over clan ACs, while clan UACS have a edge over IS UACS. At the same time IS has racs and heavy gauss. Not to mention LBX.

What is the real problem here? In my book it is the non stop ability of racs to shake and blind someones cockpit non stop. If some of you remember, this was the devs justification for nerfing the kodiaks heavily, and nerfing the clan uacs heavily. So In the interest of balance. If your looking for a change, I would say use the same jam mechanics the clan uacs have on the IS racs, but at the same time leave the cds and damage numbers alone. Furthermore allot of people are exploiting ballistics, especially clan uacs, by using chain fire combined with macros. So this is skewing the feel and result in matches.

#55 Khobai

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Posted 05 April 2019 - 09:00 AM

RACs still have the whole issue with the spoolup delay. The spoolup delay needs to be removed. Having that fire delay makes RACs absolute garbage.

Again I think going to a magazine based mechanic and removing the spoolup delay completely is the best way to fix RACs.

because then you have no spoolup, no random jamming, and they can just keep firing until the magazine empties and needs to reload... which makes it consistent and predictable when its going to run out of ammo in the magazine.

Edited by Khobai, 05 April 2019 - 09:01 AM.


#56 WrathOfDeadguy

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Posted 05 April 2019 - 01:48 PM

Would rather see the UACs and RACs both be shifted to a mechanic like the MASC bar, where damage is the result of pushing the limits too far.

With UACs, your first double-tap incurs no penalty. However, each successive double-tap rapidly fills up a status bar, which must empty again before the weapon can resume double-tapping. If the weapon is double-tapped while the bar is full, it does not jam on a RNG dice roll, but rather incurs damage directly to the weapon itself, directly proportional to the rated damage of the weapon. So, a UAC2 doubletapped too often would deal 2 damage to itself, while a UAC5 would incur a 5 damage penalty, and so on. Thus, the largest UACs would basically destroy themselves immediately if fired past the end of the bar, whereas the smaller-bore weapons could push out a few extra shots before becoming disabled.

This mechanic preserves both the unique flavor of UACs- their ability to deliver very high damage in short bursts- while replacing the frustrating RNG mechanic with a well-defined system that a skilled player can learn (and thereby avoid the penalty). It also tips the hat to the TT mechanics, in which a UAC could become disabled for the rest of the game if the player abused double-tapping too often. It places harsh limits on spam-firing of large-bore UACs, which would permit other past nerfs to those weapon systems to be lifted, restoring their utility in normal (unquirked) builds- no more achingly long downtime if you incur the wrath of RNG, and perhaps shorter burst durations for CUAC20 in particular?

For RACs, keep the current status bar... but, like with UACs, incur damage if the weapon keeps firing after the bar is full. Drop the RNG jam chance, because right now there's no reason at all not to just ride the fire button until a jam occurs. Like a real rotary weapon, it can only be fired in short-ish bursts. Careful management of the weapon will prevent it from ever incurring a penalty... but in a desperate situation, you can also choose to just eat the damage if you really need to keep firing a little bit longer. Unlike UACs, which would incur a fixed damage penalty depending on the weapon class, the RACs would incur a progressive penalty akin to MASC or overheat damage, simulating the gun's mechanism literally tearing itself apart as it is pushed farther past its limits.

In both cases, you still have limitations on each weapon's ability to push damage far in excess of other AC types... but RNG is taken out of the equation completely, leaving behind a consistent penalty system which is easy to learn for new players (if the bar is full, stop shooting)- and which offers a bonus to highly skilled players who take the time to learn how far and for how long they can push their equipment past its limits before they lose it.

#57 Grus

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Posted 05 April 2019 - 01:53 PM

UAC jam way too much even after skilltree...

View PostToha Heavy Industries, on 05 April 2019 - 02:58 AM, said:


You are right about the durations but you took it out of context. You even quoted what i was on about. Guess i couldn't converse the message well.

Again, not red lining is the guaranteed DPS, red lining is additional DPS.



Again, you're right but you're also wrong.
I've said it before, it is situational. Red lining is an option not a must.
Having a good position where you can afford to red line is a situation where you want to gamble on additional DPS.

Beeing exposed for more then 10 seconds, knowing that you might or might not get a kill while red-lining and gambling on additional damage is not what you want to do. Maximize dps, actually let the RAC flip the coin, might work or you might end up with your pants down (jammed) infront of the enemy for 1 second of extra damage.

Ideally, you want to get the most out of the damage output but that doesn't mean you want to red-line in every situation.
I say that because i see it way too often ingame. Those are easy kills when someone is gambling on double taps or red lining and is quite literally losing the bet. They get the idea that they died because their weapon jammed or better said, their jam mechanic didn't worked in their favor. I'd argue that it's not the fault of the jam mechanic, it's the tactical error of the user which got him killed.



Apples and oranges.

Firstly, you have the ghostheat limit of 2 for RAC5 but 3 for (or with) RAC2
3x RAC2 &gt; 2x RAC5

Then you have the spin up mechanic which ACs don't have.

You also compare a full cycle of RAC with a single shell of AC.
A RAC2 might guarantee for 6 seconds of fring but that's it then.
An AC2 does about 12 shots in 7 seconds, that's 24 damage, additionally, the AC2 can keep firing while the RAC needs to work down the jamming bar. So in reality you're looking at different numbers, while the jam chance of the RAC makes it somewhat of a wildcard.

You also ignore facetanking and tactics.
An UAC5 might shoot 4 times (2 double taps in 1,5 second) before a RAC5 started to fire a mere half second (spin up).

The point i'm trying to make here is that we shouldn't look at dps numbers alone, it doesn't represent accurately what's happening ingame.


I'm assuming that the rac pilot doesn't know how to spin up BEFORE he comes around a corner?

#58 Kubernetes

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Posted 05 April 2019 - 01:56 PM

I'm okay with UACs having a jam chance, but my complaint is that the UAC10 and UAC20 both jam too much and their jam cooldown is too long. The issue is that they're big tonnage commitments and usually constitute the majority of your firepower. Consider that the UAC2 and UAC5 unjam fairly quickly, but it rarely matters because people are boating large numbers of them. I don't care about a UAC2 jam because I've got 5 more guns still shooting. If my UAC20 jams in the middle of a fight, I'm left with a few lasers for what seems like an eternity. It's why I don't use UAC20s and only use UAC10s when boated with other ballistics.

#59 Y E O N N E

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Posted 05 April 2019 - 02:38 PM

UACs are high DPS in very short burst and are unreliable for an extended push. RACs have less burst DPS, but offer more reliable DPS over a single push and still vastly outclass ACs in that department.

Honestly, I don't have a problem with this and I'm with Kubernetes with one additional gripe: Standard ACs don't really have much of a niche because UACs can do the whole sustained thing, too. I'd say the UAC needs a longer base cool-down than the AC, longer than the small duration that firing multiple shells adds. That simultaneously emphasizes the double tap while giving the AC a leg up when the double-tap isn't engaged.

Edited by Y E O N N E, 05 April 2019 - 02:40 PM.


#60 The6thMessenger

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Posted 05 April 2019 - 02:38 PM

View PostKhobai, on 05 April 2019 - 09:00 AM, said:

RACs still have the whole issue with the spoolup delay. The spoolup delay needs to be removed. Having that fire delay makes RACs absolute garbage.


No, it's not. It's how it's handled. 0.75s was fine.

View PostKhobai, on 05 April 2019 - 09:00 AM, said:

Again I think going to a magazine based mechanic and removing the spoolup delay completely is the best way to fix RACs.


Again, you're wrong, it's the UACs.

View PostKhobai, on 05 April 2019 - 09:00 AM, said:

because then you have no spoolup, no random jamming, and they can just keep firing until the magazine empties and needs to reload... which makes it consistent and predictable when its going to run out of ammo in the magazine.


Because again, spooling up isn't actually an issue. Random Jamming is just a matter of chance which can be taken out from the system, and "shooting until the magazine empties" is practically just like "shooting until the jam-meter is full", because it's the matter of limiting shots, whether you got a magazine of 30 shots, or a jam-bar that could let you fire long enough to shoot 30 times.

The Jam Bar however, has the plus of regenerating ammo-pool, which would work so much better with RACs because of their tendency to rapid fire. Likewise we don't have to recode it, it's just a matter of XML.

View PostToha Heavy Industries, on 05 April 2019 - 02:58 AM, said:

You are right about the durations but you took it out of context. You even quoted what i was on about. Guess i couldn't converse the message well.

Again, not red lining is the guaranteed DPS, red lining is additional DPS.

Again, you're right but you're also wrong.
I've said it before, it is situational. Red lining is an option not a must.
Having a good position where you can afford to red line is a situation where you want to gamble on additional DPS.


Consider this, 10s downtime to wait for a full bar gauge to dissipate, simmilarly 10s downtime to wait for a jammed weapon. This is a nobrainer, there is no extension of down time whether you let it dissipate or you have it jammed. Why is that hard to understand? If you aren't maximizing your redline, then you are losing out on DPS.

View PostToha Heavy Industries, on 05 April 2019 - 02:58 AM, said:

Beeing exposed for more then 10 seconds, knowing that you might or might not get a kill while red-lining and gambling on additional damage is not what you want to do. Maximize dps, actually let the RAC flip the coin, might work or you might end up with your pants down (jammed) infront of the enemy for 1 second of extra damage.

Ideally, you want to get the most out of the damage output but that doesn't mean you want to red-line in every situation.
I say that because i see it way too often ingame. Those are easy kills when someone is gambling on double taps or red lining and is quite literally losing the bet. They get the idea that they died because their weapon jammed or better said, their jam mechanic didn't worked in their favor. I'd argue that it's not the fault of the jam mechanic, it's the tactical error of the user which got him killed.


You're not there to kill, you are there to put out damage and sandblast with a chance to kill. You are also there to suppress, if you could put the shells near the cockpit.

Likewise, it doesn't need to be a whole 10s of continous firing time. The Jam-Bar dissipates waaay slowly for peeking. You could repeatedly poke in and out. But you do not have to wait for your jam gauge to dissipate, you could just redline it until you are forced to fully dissipate.

View PostToha Heavy Industries, on 05 April 2019 - 02:58 AM, said:

The point i'm trying to make here is that we shouldn't look at dps numbers alone, it doesn't represent accurately what's happening ingame.


Well here's the thing, the point of general DPS, is that it works at a general level. Having 5 DPS for a 10-ton, versus 5 DPS on a 14-ton means it has similar damage potential, for a lighter equipment.

Why ignore the differences? Because these are assumed to be when the equipment is used properly, which I assume we don't want to balance by potato.

I mean granted sure, of course, that's not what is happening in game. But ACs, UACs, and RACs are a matter of spraying enemies. It's not like Gauss that we capitalize on alpha damage, we have to operate on the assumption that ACs, at their best, are being sprayed.

Consider what Athom said:

View PostAthom83, on 04 April 2019 - 02:09 PM, said:

RACs; I like the idea of of it jamming when it reaches redline. The problem with that is that it would then need a buff to DPS and a longer time before it redlines.


He is talking about buff to DPS and longer time to redline that should result to higher upfront damage, which I argued that is not needed, and shown some calculation.

The EDPS is normalized and more predictable, as opposed of the random-jam redline.

Edited by The6thMessenger, 05 April 2019 - 02:44 PM.






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