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Would You Like Uac/5 To Jam Less Frequently? How About ~2.8% Of The Time? And No Unjamming, Either.


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#1 Felicitatem Parco

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Posted 08 November 2012 - 01:27 PM

Would you like UAC/5 to jam less frequently when you double-shoot? How about ~2.8% of the time? Because in BattleTech, UAC/5 only jams when you roll snake-eyes on the double-shot, which happens 2.8% of the time.

The catch is you can't unjam UAC/5 in a match with that rule... yeah, no unjamming.

PGI instituted their own version of the rules that throws away premenant weapon disability and exchanges it for ~4x increased jamming frequency.


So, there ya go.
Would you rather jam 1/4 as often, but not have the ability to unjam at all until after the match is over, or keep the current system that jams you much more frequently but allows you to unjam your weapon in a match?

(Total Warfare rules state that you can only unjam Rotray AC on your turn with a hand actuator, but not Ultras.)


I think it's reasonable to increase jamming frequency 4-fold because the risk of losing that UAC/5 for the entire match due to a single jam would be very burdensome... let's not forget that the developers gave the UAC/5 a single-fire rate of 1.1 seconds, which is much shorter than the AC/5 (1.7sec), for a reason...

+50% RoF without jamming, anyone?

Edited by Prosperity Park, 08 November 2012 - 01:49 PM.


#2 RAM

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Posted 08 November 2012 - 01:32 PM

Honestly even at 1% jam chance Ultras would still jam far too frequently given their MWO cyclic rates. The advanced unjam rule is required to make them at all useable either way.


RAM
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#3 xDevineWarriorx

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Posted 08 November 2012 - 01:42 PM

I like the idea that my uac/5 jamned when i hit the fire button to often. And i also like the way how to fix it (hitting every waypon group) feels , i don´t know how to subscripe it, right for a cannon that´s fire this often

#4 Felicitatem Parco

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Posted 08 November 2012 - 01:46 PM

The developers gave the UAC/5 a single-fire rate of 1.1 seconds, which is much shorter than the AC/5 (1.7sec), for a reason...

+50% RoF without jamming, anyone?

Edited by Prosperity Park, 08 November 2012 - 01:48 PM.


#5 Keifomofutu

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Posted 08 November 2012 - 02:01 PM

They should fire exactly the same rate as the regular Ac5 when not double firing. When double firing they should have an jam rate no higher than 5% and a less punishing/silly unjamming method.
I think their bonus 1.1 rate of fire for no reason is the problem with them honestly.

I don't think people would use a weapon that would permanently jam. Even at only 2.8% permanent jam rate the weapon would jam in almost every battle.

#6 MustrumRidcully

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Posted 08 November 2012 - 02:04 PM

I would simply give them twice the fire rate of an AC/5, but a chance to unjam, which blocks the wepaon for a few seconds. Ideally, the chance and the jam duration together should give the Ultra AC/5 a bit more DPS than the AC/5 on average, so that the additional heat produced and th e additional weight the weapon costs is compensated.

#7 The Crow2k

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Posted 08 November 2012 - 02:42 PM

I dont want a permanent jam rule thanks. but at the moment 10% is too high, 4-6% somehwere in there would work better I suspect. It would also be nice if there was say a 10-15 second cooling off period after you clear a jam where it absolutely cannot jam again during that cooling off.

Edited by The Crow2k, 08 November 2012 - 02:43 PM.


#8 SpiralRazor

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Posted 08 November 2012 - 02:49 PM

steadily increasing chance of jam on double fire, jams after 2nd shot is fired, takes 5 seconds to clear the jam, uses a smallish random amount of ammo to clear jam.

No unjamming is ********....those guns have specific systems in place JUST to handle jammed shells....

However, making the player responsible for unjamming is just as dumb.

Edited by SpiralRazor, 08 November 2012 - 02:55 PM.


#9 SkyCake

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Posted 08 November 2012 - 03:08 PM

I would like permanent jam to come.. with a lower jam rate... but a rate that scales up with weapon size..... and a dedicated button for ultra mode...

#10 Falcor

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Posted 09 November 2012 - 04:29 AM

UAC5 is kind of worthless to me... my mech mounts the ballistics to its arm, and it often gets blown off, which negates the cannon. Which is totally fine, I expect my limbs to get blown off, but add to that the jamming... and I just about never get to use the UAC5, except for the first 2 minutes of the match.

Edited by Falcor, 09 November 2012 - 04:29 AM.


#11 Kmieciu

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Posted 09 November 2012 - 04:53 AM

I`ve got an easy solution!!!

Right now simply holding the fire button results in double shots and jamming. Normal mode can only be achieved by tapping the fire button at the correct frequency, which is pretty frustrating and hard to do in the heat of battle. Chain firing 2xUAC also leads to jamming.

It should be the other way round:

If one HOLDS the fire button, they should fire in normal mode (so no chance of jamming)
DOUBLE shot should be activated only by TAPPING the fire button.

Edited by Kmieciu, 09 November 2012 - 04:56 AM.


#12 Arumi Ornaught

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Posted 09 November 2012 - 05:12 AM

View PostProsperity Park, on 08 November 2012 - 01:27 PM, said:


(Total Warfare rules state that you can only unjam Rotray AC on your turn with a hand actuator, but not Ultras.)



Wait you need a hand actuator to unjam. Your mech would have to grab the barrel and twist it? That would be so cool to see.

#13 Draco Argentum

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Posted 09 November 2012 - 05:27 AM

Low chance perma jams wold be a joke. Either it doesn't jam (or waits until near the end of the match) and its op or it jams early and you suck. Thats not how you make a PvP game.

#14 Eshek

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Posted 09 November 2012 - 05:59 AM

View PostRAM, on 08 November 2012 - 01:32 PM, said:

Honestly even at 1% jam chance Ultras would still jam far too frequently given their MWO cyclic rates. The advanced unjam rule is required to make them at all useable either way.


RAM
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Probability of jamming in a match, assuming you carry 60 shots, double fire every time, and use all your ammo:

Current rate (10% to jam): 95.8%
TT rate (1/36 to jam): 57%
1% to jam: 26%

I think the tabletop rate would be about right. At 1%, however, the AC/5 would be utterly, irrepairably obsolete, and anyone who could pack an UAC/5 would do so.

#15 Kilbourne Jorgensson

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Posted 10 November 2012 - 06:17 PM

I liked having dual UAC5's on my Atlas but when they brought in the jamming and the sequence to unjom it, I dumped them. In one of the Mechwarrior games a UAC could jam and you had to hit "U" several times to unjam it. Even a momentary jam is costly because when you are using them you need them badly. That whole CTL+123456 is ridiculous to unjam a UAC.

Right now UAC's are nerfed to irrelevance.

#16 Leetskeet

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Posted 10 November 2012 - 06:19 PM

No unjamming can go to hell

/thread

Edited by Leetskeet, 10 November 2012 - 06:19 PM.


#17 SIN Scythe

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Posted 10 November 2012 - 08:38 PM

View PostKilbourne Jorgensson, on 10 November 2012 - 06:17 PM, said:

I liked having dual UAC5's on my Atlas but when they brought in the jamming and the sequence to unjom it, I dumped them. In one of the Mechwarrior games a UAC could jam and you had to hit "U" several times to unjam it. Even a momentary jam is costly because when you are using them you need them badly. That whole CTL+123456 is ridiculous to unjam a UAC.

Right now UAC's are nerfed to irrelevance.


I have to disagree with you there. We have several pilots who run dual UAC5 on their Atlas configs and as long as they use them on separate groups they can put out a shot every second pretty much constantly and rarely jam. And it is simple enough to run a macro (have heard of some doing this not sure how but hear it is easy to make a simple one to do the keystrokes for you) to un jam them for you with the click of one key.

also about being nerfed I disagree on that too. Our pilots who use them are usually the highest scores on our team every drop, they put out more DPS than any other mechs in almost all drops. We have 2 or 3 guys who use UAC5 boats that regularly score 1000-1400 damage per drop.

Edited by SIN Scythe, 10 November 2012 - 08:45 PM.


#18 Brethan

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Posted 13 November 2012 - 05:39 PM

Why create code to jam just for the sake of realism? Why not increase recycle time by 2,3,4, or 5 secs instead? Still add to realism but without the hassle of trying to cycle all weapon group during a heated fight.

#19 gregsolidus

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Posted 13 November 2012 - 05:42 PM

Who would use a weapon that could stop working after any shot with no way to fix it?

#20 Vassago Rain

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Posted 13 November 2012 - 05:50 PM

View PostProsperity Park, on 08 November 2012 - 01:27 PM, said:

Would you like UAC/5 to jam less frequently when you double-shoot? How about ~2.8% of the time? Because in BattleTech, UAC/5 only jams when you roll snake-eyes on the double-shot, which happens 2.8% of the time.

The catch is you can't unjam UAC/5 in a match with that rule... yeah, no unjamming.

PGI instituted their own version of the rules that throws away premenant weapon disability and exchanges it for ~4x increased jamming frequency.


So, there ya go.
Would you rather jam 1/4 as often, but not have the ability to unjam at all until after the match is over, or keep the current system that jams you much more frequently but allows you to unjam your weapon in a match?

(Total Warfare rules state that you can only unjam Rotray AC on your turn with a hand actuator, but not Ultras.)


I think it's reasonable to increase jamming frequency 4-fold because the risk of losing that UAC/5 for the entire match due to a single jam would be very burdensome... let's not forget that the developers gave the UAC/5 a single-fire rate of 1.1 seconds, which is much shorter than the AC/5 (1.7sec), for a reason...

+50% RoF without jamming, anyone?


A main gun is only as useful as it's reliable. So it'd be about as popular as it is now, which is 'not popular at all.'

View Postgregsolidus, on 13 November 2012 - 05:42 PM, said:

Who would use a weapon that could stop working after any shot with no way to fix it?


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