Khobai, on 15 May 2019 - 09:44 PM, said:
But I agree with long jam durations. When a gun jams it should take time to clear the barrel. Jamming is a consequence of pushing the weapon past its limit.
What I dont agree with is the gun jamming every 1 in 6 times you fire it. And I dont like the fact jamming is entirely RNG rather than using a jam bar.
The issue for me is not that weapons jam for long periods. Its that they jam randomly and they jam way too frequently. The RNG jamming needs to be reduced significantly or changed to a non-random jamming mechanic like a jam bar. Jamming should be a calculated and predictable consequence of pushing the weapon past its limit, not a random dice roll.
I don't agree with the mechanics of random jam in this game, but that is what we are dealing with, and frankly the long jam duration just doesn't cut it for UAC20. We could argue all day long whether the game should be realistic or not, but in the end it's a stompy robot videogame that is supposed to be unrealistic and have a semblance of balance so that it would be playable.
Khobai, on 15 May 2019 - 09:44 PM, said:
no its about how many similar weapons you can boat. thats literally what the most effective build is every single time. people will even choose less efficient weapons over more efficient weapons if they can boat the less efficient weapon in greater quantities. because the net result is better.
what it comes down to is weapons that you cant boat multiples of are not as good and need extra help. The UAC20 needs help because it exists outside the boating meta that dominates the game.
No what makes it feel sluggish is that when it jams all your DPS stops. As opposed to using UAC5s/UAC10s where when some of them jam the others are still firing, its only a partial DPS loss. Because you cant boat multiple UAC20s to average out the dps loss from jamming.
Lot to unpack. First, we aren't arguing that UAC20 doesn't need help -- it's quite the opposite of that. But if you are pointing out legitimate dakka-boats, why not be consistent and compare builds with UAC20 as the component, not as a single weapon alone? I mean, why are you talking as if we can't put UAC20 along with other ACs? In terms of stare-time, UAC5 + UAC10 is good, but UAC10 + UAC20 also works, and when the UAC20 jams it's still just a partial loss of DPS -- not at the same degree sure, but still.
2x UAC10 + UAC20 Blood Asp
Also, no, it's exactly the god damn jam duration.
Khobai, on 15 May 2019 - 09:44 PM, said:
Also its not the jam duration thats making the DPS stop. Its the fact it jams randomly and frequently. Jam duration doesnt even come into play until after the weapon jams in the first place.
Well of course it's the jam itself that stops the DPS, that was the bloody point. But considering that this is a 12-15 tons of dakka that puts out 20-40 damage/volley, it's not something you could honestly expect to just continuously do so as opposed of a 2xUAC5 + 2x UAC10 that would have weighed 34 tons, hell even if we double the UAC20s assuming that GH was raised at 2, that is still just 24 tons.
And then there's the fundamental misunderstanding of how UAC20 plays differently vs UAC10s and UAC5s, because as far as I'm concerned, UAC10 + UAC5s + UAC2s are more of a starey kind of dakka, but the UAC20 just as the standard AC20s and LB20s, is about doing maximum short burst of DPS with long durations. I mean what kind of idiot plays the AC20 or LB20X by staring people down?
As for it doesn't come to play until it jams, and you are right. But that's the thing, it has to come into play to sequester the insane 40 damage burst out from this 12-15 tons of a beast. Jamming is what should be expecting when you are pushing the weapon to it's limit right? So it's supposed to jam "often" when you are double-tapping it. The point of reducing the jam-duration instead is for quality-of-life, it's power is already good, but the issue is bearing that power.
If you touch the jam chance, again you are just making it worse by making the 40-damage burst more frequent, but reduce the jam duration means increase of quality-of-life and reduction of the window-of-time that you are vulnerable.
Look, I hate the RNG Jamming, i really do, i loathe it. But what you are suggesting is utterly short-sighted.
Khobai, on 15 May 2019 - 09:44 PM, said:
most people would still prefer UAC5/UAC10. thats my whole point. And why im right.
the only way to fix the UAC20 is to make it dominant inside its own range band. Then its a choice of whether you want short range dominance or if you wanna give up short range dominance for midrange dominance.
Again, nobody is saying that UAC20 shan't be buffed. But the real problem is you are buffing it too much, when the problem lies on something else -- UAC20s have insane down-time, that is it, fix that and problem goes away. Reduce Jam-Chance, guess what, it's a whole another problem entirely.
Khobai, on 15 May 2019 - 09:44 PM, said:
right now UAC5/UAC10 is too good at both brawling and midrange. Or the UAC20 just isnt good enough at its brawling role. Its one or the other. But I tend to prefer buffing underperforming weapons over nerfing weapons. You piss less people off that way.
so what makes a good brawling weapon? efficiency and consistency. being able to push out from cover and doing both heat efficient and consistent damage. If you cant rely on the UAC20 to consistently deliver its dps its no good as a brawling weapon.
Honestly, I don't think UAC20 is for brawling, unlike LB20X or AC20, no really, it's more of a hit-and-run skirmishing type of deal. That long-burst is much more detrimental. Maybe not understanding the role of the weapon is exactly the crux of your problem. I mean make UAC20 dominating at brawling, what is left for the LB20X or the AC20?
I'm going to say it, sure as hell ASH will say it -- might as well spare you the obvious hate-*****. You misunderstood the role of the weapon.
Edited by The6thMessenger, 15 May 2019 - 11:31 PM.