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Ultra AC5 macro's


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#41 Lycan

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Posted 17 November 2012 - 10:51 AM

Read a couple of posts stating how badly the developers hate the jam mechanic currently in-use.

Might be a stupid question but if they hate it so bad, why'd they implement it in the first place?

Since everyone is always spouting off that "this is beta", wouldn't it have been better to just hold of on the UAC/5 till they could implement a logical, and less frustrating, jam/unjam mechanic then just pushing it out the door and then trying to fix it?

Or was it more along the lines of thinking it would be okay but underestimating the frustration that it would end up causing?

#42 Mr 144

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Posted 17 November 2012 - 11:53 AM

I've yet to use the UAC/5 yet, but wouldn't it be advantageous to just program the entire double tap fire then unjam sequence complete? This could easily be done with a macro in the recycle time, and would garuntee zero user intervention.

For example, using my Saitek x52 throttle, I could program one of the buttons to...
(assuming Weapon Group 6 and cursor at UAC/5 position)

6,6,ctrl,ctrl,►,ctrl,ctrl,►,ctrl,ctrl,►,ctrl,ctrl,►,ctrl,ctrl,►,ctrl,ctrl,►

I don't have a ballisitc chassis right now, but I will within a few days.

Will this work, or do I have the order screwed up? By my reckoning, this would double tap 'fire', then cycle the unjam procedure whether there is a jam or not, but I don't see any harm to this. This would obviosly only work with 1 UAC/5, but I personally only plan on running one in my next build. I would have to be careful to NOT hit my programmed button before the sequence completes.

Mr 144

Edited by Mr 144, 17 November 2012 - 11:53 AM.


#43 Mavairo

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Posted 17 November 2012 - 12:03 PM

View PostPaladin1, on 01 November 2012 - 03:12 AM, said:

I agree, the idea of unjamming a UAC during a match is just horrible. Let them be permanently disabled, just like they're supposed to be according to the real rules. They need to reduce the chance for a jam though to approximately 6% of the time when double tapping, which is where it's supposed to be anyway.

This is ANOTHER item that MWO got wrong because someone "tinkered" with the rules to make it "more fun" and instead ****** it up.


Except that if it jams as easy as it does in game, no one would ever field a UAC5 ever. Infact unless you have the macro to unjam it you should never use it anyway.

It's a pathetic weapon with the jam mechanic. Especially when you think about all of the other weapons you can use instead of the UAC5.

A UAC5 = 2 LLs in weight. 2 LLs are infinitely more reliable weapons and do a crap ton of damage. Or for 3 tons more you could have an AC10. Or for 2 tons an LBX10.

Or, you could go Bullet hose and spend 3 more tons and have 2 AC2s spitting fire down range.

All of which are far more reliable weapons. All of which get you Guaranteed Results. Vs... Fire Fire Jam. Jam jam jam. Oh crap I have to spend eternity unjamming it unless I make a macro for it. Jam jam jam Fire Fire.

Edited by Mavairo, 17 November 2012 - 12:03 PM.


#44 River Walker

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Posted 17 November 2012 - 12:35 PM

I stop using UAC5 after it jam after 3 shots and keep jamming after I unjam the dame thing only to get my A$$ blow of from a Jenner when I was trying to unjam the thing for the second time.

What have I learn from this.
The Dev are on Drugs if thy think this was a good idea or thy want user to buy gaming hardware to put in Macro to get around the drug in-dost mistake.

#45 K0HCEPB

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Posted 17 November 2012 - 12:48 PM

I stopped using UAC5 at all after jamming was implemented, since it has no safe firing mode and thus requires a great deal of attention. I'd rather concentrate on my positioning and use regular AC5.

#46 peve

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Posted 17 November 2012 - 12:49 PM

I have suggested earlier, that if they want unjamming to be manual, they should make it like this:

Somewhere in your cockpit, there is a lever to unjam manually. You must look at it with free look and at the same time fire your Uac. After that, weapon unjams and resets in maybe 5 secs.

This would create immersion and be "simulation" of unjamming manually.

#47 Luighseach

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Posted 17 November 2012 - 01:03 PM

I think when it comes to the jamming, they should just add a cool-down and some sounds were the gun is clicking trying to unjam.

#48 Khobai

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Posted 17 November 2012 - 03:29 PM

Quote

seems to be common place for anyone using this weapon.. I personally believe there should be some sort of system in place to identify and ban people using macro's it's nullifying the jamming system put in place to prevent continualy chain firing these weapons.. which is being basically hacked out of the game with macro's


your logic is terrible.

whats easier? developing a way to detect people who are using macros and potentially ban payingl customers?

or just fix the uac/5 so it unjams automatically instead of manually

#49 spook9

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Posted 18 November 2012 - 08:28 AM

Figured my AHK script problem out. I need to run it as Administrator (Right-click script icon, click Properties, click Advanced, check 'Run as Administrator' and save).

#50 Fiatsu

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Posted 18 November 2012 - 09:03 AM

Why does this gun jam when no others do?
What's the point?

#51 Joseph Mallan

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Posted 18 November 2012 - 09:06 AM

View PostFiatsu, on 18 November 2012 - 09:03 AM, said:

Why does this gun jam when no others do? What's the point?
To keep players from abusing the weapon in a game. Thats the only reason other than faster cyclic rate can jam a Machine gun... like the Squad Automatic Weapon (SAW) back in the 80s?

#52 Tickdoff Tank

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Posted 18 November 2012 - 09:09 AM

View PostFiatsu, on 18 November 2012 - 09:03 AM, said:

Why does this gun jam when no others do? What's the point?


It is the balancing factor for the UACs. The UAC5 has a 1.1 fire rate compared to the 1.7 ROF for the AC5, and the UAC can "Double Tap" for an extra shot per cooldown. That makes the UAC5 one of the highest DPS weapons in the game. In TT, the UAC fired 2 shots per round, you had to roll to hit and roll for impact location for each shot. The UACs are excellent weapons, but they are too powerful without a disadvantage. In TT the disadvantage is a 2.77% chance to jam each time you shot it (if you rolled a "2" on 2d6), and if the UAC jammed it was useless for the rest of the game.

MWO decided to allow us to clear our jams but they also increased the jam % to 10%.

#53 Mathmatics

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Posted 18 November 2012 - 09:10 AM

View PostevilC, on 01 November 2012 - 05:50 AM, said:

QFT. Here is an autohotkey macro that will unjam your UACs. Use up and down to place the cursor on the first UAC5. Then use mouse wheel up to unjam the first one and down for the second. DO NOT try to do both at once, wait for the first one to finish.
 ; MWO Dual UAC clearing script ; Usage: Use up/down arrows to position cursor on first UAC5, then... ; Roll the mouse wheel up to clear the 1st AC ; Roll the mouse wheel down to clear the 2nd AC #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. #Warn ; Recommended for catching common errors. ;SendMode Input ; Recommended for new scripts due to its superior speed and reliability. ;SendMode Play ; Games Compatibility. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. #InstallMouseHook #InstallKeybdHook sleepdur = 50 Wheelup:: Clear() Return Wheeldown:: Send {Down} Sleep sleepdur Clear() Send {Up} Sleep sleepdur Return Clear() { Global sleepdur Loop, 6 { Loop, 2{ Send {RCtrl} Sleep sleepdur } Send {Right} Sleep sleepdur } Return } 
You can make it faster or slower by changing sleepdur. It can work on 25, but it may be a little unreliable.


ty

#54 Mechwarrior Buddah

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Posted 18 November 2012 - 09:13 AM

View PostCptPlanet, on 01 November 2012 - 04:14 AM, said:

I macro heavily with my Uac/5--I actually have it set up so I can unjam it completely just by using buttons on my mouse, in about 1-1.5 seconds, though I'm considering some tweaks to make it faster. The only way to balance Uac/5s in terms of the jamming mechanic is to implement a jam for a fixed amount of time. I do this because it NEEDS to be changed. I have a serious advantage over anyone who doesn't macro, and that shouldn't be the case. The same problem will crop up with anything that required 'player input'--there's no way to combat macros that wouldn't make it effectively impossible for a player to unjam in battle, which is why I support a timed jam mechanism. For those of you saying 'make it jam the whole match', that wouldn't work either, because people just wouldn't use them.

so hey; thats the macro ;) Ive never seen it posted and if its as dev friendly as it looks then hook it up

#55 Fiatsu

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Posted 18 November 2012 - 09:42 AM

View PostTickdoff Tank, on 18 November 2012 - 09:09 AM, said:

It is the balancing factor for the UACs. The UAC5 has a 1.1 fire rate compared to the 1.7 ROF for the AC5, and the UAC can "Double Tap" for an extra shot per cooldown. That makes the UAC5 one of the highest DPS weapons in the game. In TT, the UAC fired 2 shots per round, you had to roll to hit and roll for impact location for each shot. The UACs are excellent weapons, but they are too powerful without a disadvantage. In TT the disadvantage is a 2.77% chance to jam each time you shot it (if you rolled a "2" on 2d6), and if the UAC jammed it was useless for the rest of the game. MWO decided to allow us to clear our jams but they also increased the jam % to 10%.


If that's the case then why not a simple rate of fire increase instead of this Jaming BS.
If you created something and now deem it too powerful... Change or remove it, this nerf mentality is painful to watch.

#56 Allekatrase

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Posted 18 November 2012 - 10:00 AM

View PostFiatsu, on 18 November 2012 - 09:42 AM, said:

If that's the case then why not a simple rate of fire increase instead of this Jaming BS. If you created something and now deem it too powerful... Change or remove it, this nerf mentality is painful to watch.

Because what would be the point of the weapon then? It'd effectively be the same as an AC/5. It needs a jam mechanic, just not one as painful as the current implementation.

#57 Fiatsu

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Posted 18 November 2012 - 10:07 AM

I say remove it and just increase AC/5 Damage.
Then have the devs invest more time into new/ different weapons >.>

#58 Sephlock

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Posted 18 November 2012 - 10:08 AM

@ the TC:

I... guess...

But heres a far, far better idea; GET RID OF THE RIDICULOUS JAMMING SYSTEM.

I shouldn't have to do mk hands mk hands every match...




#59 CMDR Sunset Shimmer

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Posted 18 November 2012 - 11:58 AM

Just give us a fusking "unjam" button that takes a nominal ammount of time. Say 5 seconds, to unjam the weapon.

Edited by Jade Kitsune, 18 November 2012 - 11:58 AM.


#60 DivineEvil

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Posted 18 November 2012 - 11:59 AM

When they remake the jamming and recovery, everything will be fine since macross not gotta work any purpoce.





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