

Would You Like Uac/5 To Jam Less Frequently? How About ~2.8% Of The Time? And No Unjamming, Either.
#61
Posted 16 November 2012 - 11:57 AM
I couldn't get half a dozen rounds through it with two double taps in less than 2 minutes without a JAM. I'm sorry, but that's as far from 8% as you can get.
While I haven't sold it yet, it now sits in the weapons bay until it isn't a piece of gosa.
#62
Posted 16 November 2012 - 12:07 PM
It's not a POS.
#63
Posted 19 November 2012 - 06:32 AM
Sarevos, on 16 November 2012 - 10:50 AM, said:
Except that for every other weapon in the game, the technicians and engineers have apparently achieved this feat.
#64
Posted 19 November 2012 - 06:34 AM
No fiddly weapon group thing that people can macro to unjam in 2 seconds rendering the whole jam/unjam thing meaningless.
#65
Posted 19 November 2012 - 06:44 AM
Angelicon, on 19 November 2012 - 06:32 AM, said:
Which is unheard of. My M-16 jammed many times. Even in single fire mode. I cannot talk for Tankers, but I would hope they don't jam quite as often as I did with a rifle.
#66
Posted 19 November 2012 - 06:47 AM
Vermaxx, on 16 November 2012 - 07:53 AM, said:
I don't know, 1.7 vs 1.1 as recycle time seems significant to me - it results in 2.94 vs 4.54 DPS.
Of course, that alone is already a flawed design. The Ultra AC/5 should only fire faster than the AC/5 when it's "double shooting". Or it should simply have a higher ROF and double shot be taken as an abstraction only necessary in the table top.
Edited by MustrumRidcully, 19 November 2012 - 06:49 AM.
#67
Posted 19 November 2012 - 06:52 AM
#68
Posted 13 December 2012 - 09:32 PM
#69
Posted 13 December 2012 - 09:42 PM
If it were up to me, I'd make the UAC recycle time identical to theequivalent ACs recycle time, but keep the double shot mechanic and jamming chance with unjam. Currently, the weapon is too good for jujst one ton extra, but I think a permanent jam mechanic would make it very frustrating for a player. This is a game, after all.
#70
Posted 13 December 2012 - 09:48 PM
Prosperity Park, on 08 November 2012 - 01:27 PM, said:
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?
Not just no, but Hell no.
If you want to fix UAC/5's do this:
1.) Players have the option of firing UAC/5 at the minimum firing time (believe its 1.4 sec in comparison to the regular AC/5) and it will never jam.
2.) A player has to enable fast fire mode, which takes off the safety and allows the user to double fire. The closer time a person fires between shots the better than chance of jamming for 5 secs (between 1% - 15%).
You allow people to use the weapon without jamming and you allow macroers some leeway in their macros. Everyone is happy.
Never being able to unjam a weapon is one of the worst ideas I've seen yet.
#71
Posted 13 December 2012 - 10:00 PM
The jam should only be on the 2nd shot and the time to unjam should be defined.
Competitive play demands reproducibility and predictability. RNG is never a positive factor.
If MWO / PGI wants a tournament - competitive - pro scene then the weapons need to be balanced around the highest levels of play. A competitive scene will be what increases attention and what brings in new players.
Good luck!
#72
Posted 13 December 2012 - 10:16 PM

#73
Posted 13 December 2012 - 10:18 PM
Example
Fire the cannon a jam happens. player now needs to scroll down on the weapons menu to the cannon to highlight it hold down the jam button for 2-5 secs to clear the jam then wait for the weapon to reload.
VWE use this for all ammo weapons cannons, mgs and missiles it add to the game
Also the jamming was caused by the heat of the mech and said weapon.
VWE also had ammo bay fires but thats for another post.
#74
Posted 13 December 2012 - 11:27 PM
Its supposed to only double fire if you hold down the button, this is not the case. If you hit the button and release it, but then hit it again it will double fire if you hit it again before its recycled. I submitted a ticket about this almost 4 months ago before jamming was even in the game, still not fixed.
Which wouldnt be such a big deal except since they introduced betty ive been having so many sound glitches that the beep it makes when the weapon has recycled happens only 20% of the time at most and i have better things to be doing in the middle of a firefight than staring at my weapons screen waiting for my UAC5 to recycle.
What we need is a damn NEVER DOUBLESHOOT button so i dont need to deal with unwanted jams, just have a toggle button that eliminates doubleshots from happening ever.
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