

Would You Like Uac/5 To Jam Less Frequently? How About ~2.8% Of The Time? And No Unjamming, Either.
#21
Posted 13 November 2012 - 06:19 PM
Has anyone tried that?
#22
Posted 13 November 2012 - 06:26 PM
#23
Posted 13 November 2012 - 06:31 PM
#24
Posted 13 November 2012 - 06:33 PM
#26
Posted 13 November 2012 - 06:39 PM
#27
Posted 14 November 2012 - 12:30 AM
Kmieciu, on 09 November 2012 - 04:53 AM, said:
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
Posted 16 November 2012 - 04:51 AM
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
Posted 16 November 2012 - 05:00 AM
#30
Posted 16 November 2012 - 05:07 AM
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
Posted 16 November 2012 - 06:51 AM
#32
Posted 16 November 2012 - 07:07 AM
#33
Posted 16 November 2012 - 07:11 AM
Vagabond Nomad, on 16 November 2012 - 06:51 AM, said:
jamming happens to balance the weapons high rof
Edited by Sarevos, 16 November 2012 - 07:12 AM.
#34
Posted 16 November 2012 - 07:14 AM
Codejack, on 16 November 2012 - 07:07 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.
#35
Posted 16 November 2012 - 07:15 AM
Terror 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
Posted 16 November 2012 - 07:21 AM
#37
Posted 16 November 2012 - 07:23 AM
Sarevos, on 16 November 2012 - 07:15 AM, said:
Well, then all we should need is to Fire the weapon, loose a bullet and wait for the guns normal recycling?
#38
Posted 16 November 2012 - 07:24 AM
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
Posted 16 November 2012 - 07:33 AM
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
Posted 16 November 2012 - 07:34 AM
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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