

Uac Random Jamming
#1
Posted 24 August 2021 - 02:33 PM
You could try removing the random jam chance in favor of something similar to RAC jam bar or the flamer overheat bar, or just increase UAC heat gen, any of these would make UACs have more consistent damage output. This could also make ballistic builds more viable on the lighter mechs that only have the tonnage for one or two autocannons, since they have the heat management to spare.
#2
Posted 24 August 2021 - 03:14 PM
#3
Posted 24 August 2021 - 03:19 PM

#4
Posted 24 August 2021 - 03:21 PM
However that really needs a PTS so it's on the back burner for now.
That said I personally don't find UACs a problem. ACs and UACs now have a better place distinguished between each of them that I find myself using either in different ways which is good. RNGJesus sometimes gives me the holy spirit of free double taps and sometimes he hamstrings me for 7s... It's annoying sure, but I would not say it's unbalanced.
#5
Posted 24 August 2021 - 09:50 PM
Goedmaker, on 24 August 2021 - 02:33 PM, said:
You could try removing the random jam chance in favor of something similar to RAC jam bar or the flamer overheat bar, or just increase UAC heat gen, any of these would make UACs have more consistent damage output. This could also make ballistic builds more viable on the lighter mechs that only have the tonnage for one or two autocannons, since they have the heat management to spare.
I completely agree with you
if RNGjesus favors you, you will kill quickly and a lot - but if RNGdevil curse you, and you become a failure in your eyes and a burden to the team
the optimal solution is to greatly increase heating (for double shot)
#6
Posted 25 August 2021 - 06:09 AM
July 2017 Pre UAC "fix" - https://youtu.be/AmmMRlT9O-I
July 2017 Post UAC "fix" - https://youtu.be/MNeMPTH_cxU
January 2018 - https://youtu.be/1ZQNPJvJviI
Looks like the powers that be won't be making any change soon, if at all. At this point, I'd be happy to see the other extremely simple fix, match slot requirements between Clan UAC and ACs. So the 2, 5, 10, and 20 AC slots are the same as UAC slots. You don't have issues with the RNG jam? Fine, take the UACs. But, don't hinder me from not being able to fit a similar loadout using ACs. Besides, all IS ACs are either the same slot, or one less, requirement than their UAC counterpart. Clan's can't figure out what the IS did? Shameful.
#7
Posted 25 August 2021 - 07:39 AM
Edited by My Lord and Saviour Jesus Christ, 25 August 2021 - 07:39 AM.
#8
Posted 25 August 2021 - 08:02 AM
Gotta admit, I find the notion intriguing. As it is, I find little reason to use standard autocannons at all when Ultras are available. Sure, the RNG jam could leave you high and dry, but the ability to have two autocannons for the price of one is generally too good to ignore. Especially when grouped up; multiple Ultras can still deal significant damage even when one or more of the guns lock up. There's a reason the Clan standard autocannon line is basically nonexistent with the exception of one specific Rifleman build and one specific (if unfortunately dominant) Ultraviolet build. Both of which would likely be better off with Ultras even now, after the Cauldron weapons patches that reduced the impact of jams on UAC/2s.
But give Ultras a significantly higher cycle time in exchange for that double-tap? Now there's a discussion to be had. Are you doing a peek-n-poke build that wants to shoot twice quickly then fade away? Are you making a DuraBrawler that wants to get stuck in and fight until somebody's dead? Or are you trying to strike a balance and need to figure out which way to swing? It'll be interesting to see how builds fall out, if that change ever does happen.
#9
Posted 25 August 2021 - 01:52 PM
My Lord and Saviour Jesus Christ, on 25 August 2021 - 07:39 AM, said:
There is indeed a difference between a design flaw and a balance flaw. UACs are strong balance-wise but aren't very well designed IMO.
#10
Posted 25 August 2021 - 02:51 PM
Well no ****. It's even worse when using s med or god forbid a single uac/rac on a light. AC or bust when it comes to guns on my mechs.
#11
Posted 25 August 2021 - 03:05 PM
Ultras jamming is thanks to tabletop rules and the BattleTech fanbase's vitriolic hatred of making any changes to their forty year old rulebooks, even in a completely different medium where those forty year old rulebooks actively get in the way. Blame Piranha, sure...but also blame 'Mech Dads.
#12
Posted 25 August 2021 - 03:12 PM
1453 R, on 25 August 2021 - 03:05 PM, said:
Ultras jamming is thanks to tabletop rules and the BattleTech fanbase's vitriolic hatred of making any changes to their forty year old rulebooks, even in a completely different medium where those forty year old rulebooks actively get in the way. Blame Piranha, sure...but also blame 'Mech Dads.
On that note, HBS' solution was the most overpowered thing imaginable. They just do straight-up double the damage of regular ACs for no drawback other than +1 ton (and certain upgraded versions actually weigh less than regular ACs). That, combined with the huge damage buffs the sub-20 ACs got, leads to some really obnoxious things like a fully upgraded UAC/2 doing the equivalent of 14 damage per turn (35 x 2, converts to 7 x 2 in normal BT/MWO terms) for only 5 tons.
A compromise Piranha could've done was to use the "jam bar" thing that MWLL and MWO RACs use. That way they still jam but it's not RNG-based.
Edited by FupDup, 25 August 2021 - 03:14 PM.
#13
Posted 25 August 2021 - 03:55 PM
I'm more a fan of the idea of HBS' changes, i.e. "what works for this medium? What works for our game, instead of the tabletop?" Ultras in general don't make any damn sense at all - who wouldn't want to literally double their firepower at a cost of precisely zero tons in exchange for relatively low hits to reliability? The weapons are straight upgrades to regular autocannons, which made sense when they were rare and impossible-to-manufacture Lostech but stops working when they're just regular-*** guns. Why not fidget with their mechanics to make more sense in the game we're playing, instead of the tabletop game at least half the people here have never seen?
#14
Posted 25 August 2021 - 05:11 PM
#15
Posted 11 April 2022 - 05:47 PM
#16
Posted 11 April 2022 - 06:18 PM
#18
Posted 11 April 2022 - 10:51 PM
#19
Posted 12 April 2022 - 08:15 AM
Meaning, when it's on cool down, if you're still clicking each click is a chance to jam?
Meaning, clicking appropriately on cool down will present less opportunities for jam?
#20
Posted 12 April 2022 - 08:28 AM
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