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What Up With The Dang Utlra Ac5


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#1 ryback

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Posted 16 November 2012 - 10:47 AM

here my 2 cents why even have the uac/5 if its going to jam SO MUCH this needs to be checked i mean my god i cant fire 2 shots and it dam jam;s and im lucky if i get to fire 3 in a fight SO WHY EVEN HAVE THEM

#2 Khobai

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Posted 16 November 2012 - 10:48 AM

use an unjam macro

#3 Redshift2k5

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Posted 16 November 2012 - 11:17 AM

Don't use OP weapons that are prone to jamming

Would you prefer actual tabletop UAC/5 that jams for the rest of the combat until you get back to the mech bay?

#4 Vassago Rain

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Posted 16 November 2012 - 11:22 AM

View PostRedshift2k5, on 16 November 2012 - 11:17 AM, said:

Don't use OP weapons that are prone to jamming

Would you prefer actual tabletop UAC/5 that jams for the rest of the combat until you get back to the mech bay?


You can blow your turn fixing them.

#5 Zeh

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Posted 16 November 2012 - 11:25 AM

View PostVassago Rain, on 16 November 2012 - 11:22 AM, said:


You can blow your turn fixing them.


Thought that was rotary, not UAC?

#6 ReD3y3

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Posted 16 November 2012 - 11:28 AM

Who gives a crap about a board game.

He is talking about the pc game mechwarrior online, and the weapon UAC/5 which is not viable.

It has been said many many many times.

Make it so when you hold down the fire button the UAC fires at default rate... double tap during cooldown yeilds the ultra part of the gun (double fire).

%0 chance of jam on default fire mode %8 chance of jam on Ultra mode

#7 Orzorn

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Posted 16 November 2012 - 11:32 AM

The weapon should just stay jammed for about 3 seconds and then unjam.

You can't talk about tabletop implementation when the current unjam mechanic doesn't follow it either AND is annoying AND is unbalanced towards macro users. So why not use the method that's fair for all players?

#8 RiceyFighter

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Posted 16 November 2012 - 11:38 AM

They should have made it. Normal shot chance of jam 0%, second shot in ultra mode chance of jam 10%. Once jammed there will be a 5 second delay.

#9 Kraven Kor

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Posted 16 November 2012 - 11:38 AM

View PostOrzorn, on 16 November 2012 - 11:32 AM, said:

The weapon should just stay jammed for about 3 seconds and then unjam.

You can't talk about tabletop implementation when the current unjam mechanic doesn't follow it either AND is annoying AND is unbalanced towards macro users. So why not use the method that's fair for all players?


They will be fixing that. Probably either a straight X second jam, or some less cumbersome and annoying unjam minigame.

"Press X to not die."

#10 Redshift2k5

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Posted 16 November 2012 - 11:38 AM

There are changes coming to the way UAC5 jams.

but it will always jam. That is the downside for the weapon which deal twice the damage of the regular AC/5. Taking away the jamming would simply be overpowered.

#11 RedHairDave

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Posted 16 November 2012 - 11:48 AM

its wierd, macros make the insane op, yet playing by the rules makes them useless, with luck they fix them/

#12 Harrels Badgerton

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Posted 16 November 2012 - 12:41 PM

I never thought of a time based un-jam, that would be excellent.

I would gladly give it up for 8 to 10 seconds so I could pay attention to the other weapons instead of running straight ahead while I stared down at the weapon grouping trying to hit that control button.

Got pretty good at it eventually, though :)

#13 QuantumButler

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Posted 16 November 2012 - 12:42 PM

The devs nerfed it hard way back when into uselessness unless you use a macro to cheat, whereupon it's second only to the gauss rifle in being one of the best ballistics in game.

#14 jubbly

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Posted 16 November 2012 - 12:48 PM

Dang


I love that word. It's fun to say.

#15 Coolant

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Posted 16 November 2012 - 12:48 PM

yea! A non- LRM or 3pov thread. Yes PGI, please do something about the UAC5 jamming. Just make it jam for a short period of time like the RAC's were in MW4 Mercs.

#16 Clay Pigeon

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Posted 16 November 2012 - 12:51 PM

View PostRedshift2k5, on 16 November 2012 - 11:17 AM, said:

Don't use OP weapons that are prone to jamming

Would you prefer actual tabletop UAC/5 that jams for the rest of the combat until you get back to the mech bay?


You do realize that the UAC5 is on a trial mech currently, don't you?

#17 Allekatrase

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Posted 16 November 2012 - 01:01 PM

They are actually very viable in the current implementation. Even if you don't ever use the double fire they still have a higher rate of fire than the AC/5 and are a very good weapon.

That said, the unjam mechanic which effectively requires a macro is stupid. It should have a delay and probably an unjam key or similar.

#18 DivineEvil

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Posted 16 November 2012 - 01:02 PM

10 seconds jam + structurual damage + jammed round lost + 5% probability. Period.

Edited by DivineEvil, 16 November 2012 - 01:03 PM.


#19 BlackSquirrel

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Posted 16 November 2012 - 01:02 PM

Un jam macro, and toggle macro for tag == awesome.
Put 2 uacs on a dragon.

#20 Clay Pigeon

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Posted 16 November 2012 - 01:04 PM

View PostAllekatrase, on 16 November 2012 - 01:01 PM, said:

They are actually very viable in the current implementation. Even if you don't ever use the double fire they still have a higher rate of fire than the AC/5 and are a very good weapon.

That said, the unjam mechanic which effectively requires a macro is stupid. It should have a delay and probably an unjam key or similar.

The problem is that they automatically double fire if you hold the button down. If they required active clicking to double fire they would be much better.





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