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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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#61 Henchman 24

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Posted 16 November 2012 - 11:57 AM

I just want some accuracy to it's 'randomization' if you want to call it that. For instance....took my Cicada out last night...1st match, shot #1(no double) goes off fine, I use double after that once, JAM. Ok, roll out of battle while fixing, got it....roll back in, fire...JAM, sigh. Turn away from battle, get behind a rock, fix the jam....walk out, encounter Jenner, fire, JAM! BABY.....Seriously???????

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 Felicitatem Parco

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Posted 16 November 2012 - 12:07 PM

It does shoot every 1.1 seconds without ever jamming, dealing almost the same DPS as an AC/20, only with better heat efficiency and at more than 2x longer range.

It's not a POS.

#63 AlanEsh

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Posted 19 November 2012 - 06:32 AM

View PostSarevos, on 16 November 2012 - 10:50 AM, said:

the same could be said about any device ever... everything screws up... failure is a law not a chance nothing does nor will ever work at 100% efficiency

Except that for every other weapon in the game, the technicians and engineers have apparently achieved this feat.

#64 Asmosis

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Posted 19 November 2012 - 06:34 AM

10% jam chance, jammed ultra AC unjams automatically after idk 20 seconds or so.

No fiddly weapon group thing that people can macro to unjam in 2 seconds rendering the whole jam/unjam thing meaningless.

#65 Joseph Mallan

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Posted 19 November 2012 - 06:44 AM

View PostAngelicon, on 19 November 2012 - 06:32 AM, said:

Except that for every other weapon in the game, the technicians and engineers have apparently achieved this feat.

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 MustrumRidcully

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Posted 19 November 2012 - 06:47 AM

View PostVermaxx, on 16 November 2012 - 07:53 AM, said:

Because the gun has to be useful in MWO, or it will just get ignored. I agree with you from a canon perspective, but the gun is one ton heavier and ammo is more expensive. The rate of fire is not significantly higher than a regular AC5.

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 Joseph Mallan

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Posted 19 November 2012 - 06:52 AM

Doubled rate of fire on TT won't be the same as in the MMO. I didn't use Ultras because they jammed. I don't use em now for the same reason. Not worth it to me.

#68 Lugh

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Posted 13 December 2012 - 09:32 PM

The jam rate is still too damn high. It needs to be 5% or less.

#69 Dr Killinger

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Posted 13 December 2012 - 09:42 PM

I think the permajam mechanic works in tt because you control other mechs to compensate for it, and you dont have to go for too long without the weapon anyway.

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 Rhent

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Posted 13 December 2012 - 09:48 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?


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 MavRCK

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Posted 13 December 2012 - 10:00 PM

Permanent jam will make this weapon unviable in tournament play.

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 Elizander

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Posted 13 December 2012 - 10:16 PM

Ilya Muromet says that UAC/5 jam is no problem. B)

#73 Darklord

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Posted 13 December 2012 - 10:18 PM

Lower the jam rate but then when it does jam require to highlight the weapon in the weapons menu and then hold down a key on the key board for a certain amount of time to simulate the cannon mechanism clearing the jam then wait for the reload timer.

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 Rifter

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Posted 13 December 2012 - 11:27 PM

I just want it to function as intended.

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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