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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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#21 Skyfaller

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Posted 13 November 2012 - 06:19 PM

Unjam should happen upon a power-down of the mech.

Has anyone tried that?

#22 Woky

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Posted 13 November 2012 - 06:26 PM

My dragon 5N carries 100 rounds of UAC5 ammo, i pulled the trigger and it jammed, check ammo count 99 rounds left, are we sure its double shot that causes the jam?

#23 Percival Hasek

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Posted 13 November 2012 - 06:31 PM

Given the rate of fire in this game, the Jam percentage needs to be..heck 1% maybe.

#24 Broceratops

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Posted 13 November 2012 - 06:33 PM

i'd rather have the jam give it a cooldown of 10 secs or something instead of having to unjam it

#25 Pocket Psycho

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Posted 13 November 2012 - 06:37 PM

View PostBroceratops, on 13 November 2012 - 06:33 PM, said:

i'd rather have the jam give it a cooldown of 10 secs or something instead of having to unjam it

^^ This, it's how they managed RAC jams in MW4 and it worked pretty well.

#26 Tarman

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Posted 13 November 2012 - 06:39 PM

I'm cool with the timer on the jam, rather than the button-hunt method we have now. And also the post up there earlier, about changing the way the fire-button works to have more control over the doublefire mechanism in the first place. Keep jamming but tweak how it functions.

#27 Tenzan

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Posted 14 November 2012 - 12:30 AM

View PostKmieciu, on 09 November 2012 - 04:53 AM, said:

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.


Completely agree, the default fire mode should be standard if you hold the mouse button down. If you want the faster fire you should have to do something to activate it, not the other way around. Not sure how to get the faster fire rate working in chainfire though.

I just don't use them at the moment, I could use an unjam macro but really shouldn't have to so I'll stick with AC/5s

#28 Gdad77

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Posted 16 November 2012 - 04:51 AM

stoppages are ok i guess to bal the advantages but they are far too frequent atm. i should be able to get through the odd match without a stoppage imo NOT 3-4 or even more stoppages in every single match. if it really was this unreliable it would never have been produced.

also i don't entirely hate the unblocking routine but something that doesn't require a total abandonment of HOTAS would be way better. clearing a blockage on 2 uac5 on an atlas and u may as well power down.

*edit* just noticed above about macros;
i hadn't considered this and it would remedy a jam really easily without any significant time delay even, which sounds like an exploit to me. so the jam will have to be a time delay clear i suppose. tho i do like the mini-game type skill req to fix a jam it's too easy to take the skill out of it altogether.

Edited by Gdad77, 16 November 2012 - 04:55 AM.


#29 BFalcon

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Posted 16 November 2012 - 05:00 AM

I'd sooner see the TT rules more closely followed on this in that you could toggle between normal and double rate of fire - just as I'd like to see multiple modes on other weapons (like missiles - allowing Thunder or Inferno missiles, for example). That way, if you kick the Ultra up to high gear, you know you run the risk of jamming the weapon... keep it in Normal and you'll never jam it. If it does jam then, you know you took the chance and lost and you've lost the weapon for the rest of the match... something that will be more important when the larger ultras come in... otherwise it's a large tonnage and crit slot price for something you only get under a ton of ammo for, in effect.

#30 Terror Teddy

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Posted 16 November 2012 - 05:07 AM

1: Jamming is OK
2: Unjamming = Loose 1 round of ammo / Cycle timer X2 to clear jam. Simple

Having to manually unjam a weapon when it is in an unreachable part of the warmachine is just DUMB.

#31 Vagabond Nomad

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Posted 16 November 2012 - 06:51 AM

I hate the jamming. It's illogical and stupid. I don't care if it's in the Table Top rules. Just make it generate more heat, and maybe cost more to repair. That's a logical downside, not making it jam. That makese no sense whatsoever. I wish the developers would wouldn't make themselves slaves to the Table Top rules, and just do what makes sense for a fun, real-time game.

#32 Codejack

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Posted 16 November 2012 - 07:07 AM

I prefer it the way it is, thank you.

#33 Sarevos

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Posted 16 November 2012 - 07:11 AM

simply give it a high chance to unjam every time it recycles while you attempt to fire it so dakka dakka dakka JAM click click unjam

View PostVagabond Nomad, on 16 November 2012 - 06:51 AM, said:

I hate the jamming. It's illogical and stupid. I don't care if it's in the Table Top rules. Just make it generate more heat, and maybe cost more to repair. That's a logical downside, not making it jam. That makese no sense whatsoever. I wish the developers would wouldn't make themselves slaves to the Table Top rules, and just do what makes sense for a fun, real-time game.

jamming happens to balance the weapons high rof

Edited by Sarevos, 16 November 2012 - 07:12 AM.


#34 Terror Teddy

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Posted 16 November 2012 - 07:14 AM

View PostCodejack, on 16 November 2012 - 07:07 AM, said:

I prefer it the way it is, thank you.


You prefer a complex manual button combination to unjam a weapon? It's pointless. Should we have manual reloading too?

I mean, in 1000 years they have not managed to create an automatic mechanism that unjam a weapon that weights 9 tonnes.

#35 Sarevos

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Posted 16 November 2012 - 07:15 AM

View PostTerror Teddy, on 16 November 2012 - 07:14 AM, said:


You prefer a complex manual button combination to unjam a weapon? It's pointless. Should we have manual reloading too?

I mean, in 1000 years they have not managed to create an automatic mechanism that unjam a weapon that weights 9 tonnes.

well if you read the books they have to clear the chamber if a round jams and even regular ac's could jam but the way they tried to clear the jam was by attempting to fire again which i think should be the way its done

#36 Get Some

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Posted 16 November 2012 - 07:21 AM

Works fine as currently implemented, thanks.

#37 Terror Teddy

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Posted 16 November 2012 - 07:23 AM

View PostSarevos, on 16 November 2012 - 07:15 AM, said:

well if you read the books they have to clear the chamber if a round jams and even regular ac's could jam but the way they tried to clear the jam was by attempting to fire again which i think should be the way its done


Well, then all we should need is to Fire the weapon, loose a bullet and wait for the guns normal recycling?

#38 Munkhausen

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Posted 16 November 2012 - 07:24 AM

How about following:

After 5 consequtive double shots 1% additive chance to jam.

So 10 shots no chance of jam.
shots 11 and 12: 1% chance to jam
shots 13 and 14 2% chance to jam (total of around 6% chance to be jammed at or before shot 14. 1-0.99^2x0.98^2=around 0.06)

after shot 16 already 11,5% to be jammed and increasing rapidly at this point.

Resets after 10 sec not used - representing weapon cooling and ammunition lines getting back in place. After jamming stays jammed for rest of game.
Actual numbers can be changed.

This would allow short bursts be used risk free but uncontrollable use be risky. This would imo be in original rules spirit but changed to mechanics of actual rt-gameplay.

Edited by Munkhausen, 16 November 2012 - 07:27 AM.


#39 Vermaxx

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Posted 16 November 2012 - 07:33 AM

I want them to fire at a non-jam rate if you hold the mouse down, just like every other cannon. To activate the 'double' fire you would have to double click the mouse. This isn't my idea, but I loved it when I read it.

This preserves the increased rof the gun has over an AC5, but does not risk a jam unless you consciously RISK A JAM.

The jam mechanic needs to go, AND the rate of jam needs to lower. 3% is as high as it should be, regardless if you can use the gun for the rest of the match or not. The unjam needs to be a set command or automatic process that just takes time and possibly consumes a shell.

#40 Zerbob

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Posted 16 November 2012 - 07:34 AM

The weapon should have a jamming chance. The Ultra AC/5 is an advanced piece of tech and as such is difficult to maintain, and use. The complicated mechanism should have a chance to jam both from a canon standpoint, as well as a balancing.

I would like to see rules similar to TT. Jamming chance of 2.8%, but being able to toggle between Ultra and Normal mode. When firing in Normal mode it behaves just like a normal AC/5. In Ultra Mode it would behave as it does now, with the jamming chance.

When the weapon jams, it is done. Think on something for a minute, how do you physically unjam a weapon that you can't reach and does not have a built in unjamming mechanism?





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