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Ultra Ac5 - Glitch: Jams When Shot Continously...

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#1 DaemonCross

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Posted 13 November 2012 - 06:48 AM

I'm not sure if this is an intended feature or not, but this happens whenever I continuously shoot the Ultra AC5 (Ex. Trial Cicada).

After a random amount of shots (mouse continuously held down) the gun Locks up (It still has ammo) and will no longer fire again for the duration of the game.

The UAC5 weapon indicator would just continuously blink - all the fire group numbers - as one. The rest of the weapons still function normally though.

*Edit*
ISSUE SOLVED - They really should re-do the interface, there was no mention of this - unjamming- ever within the game... unless of course you bought your first mech... haha.

Edited by Niko Snow, 16 April 2013 - 02:46 PM.


#2 W4rl0ck

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Posted 13 November 2012 - 06:58 AM

It's a feature. You can unjam the weapon with the group configuration thing... just switch all groups so that the numbers are not longer blinking.

#3 C12AZyED

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Posted 13 November 2012 - 07:00 AM

The Ultra AC-5 is the only weapon in the game (that I'm aware of) that does this. Yes, it jamming is intended. The weapon allows you to fire it twice as fast as a normal Ac-5, but with the risk of jamming. Once jammed however, you can actually unjam it. Google it and you'll see.

#4 DaemonCross

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Posted 13 November 2012 - 07:19 AM

Oh... Ok, Cheers mates... that's seriously nuts. PGI needs to revamp the interface big time. Aside from the aesthetics, there's little to no information to be accessed in-game. (Yes, yes... one may argue that its easy as -google- still cmon, we all are kids at some point right? hehe)

Also they should add, a Gun jamming sound/gfx. As it stands it looks like a game glitch rather than a -jamming- effect.

#5 Karyudo ds

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Posted 13 November 2012 - 08:47 AM

View PostDaemonCross, on 13 November 2012 - 06:48 AM, said:

They really should re-do the interface, there was no mention of this - unjamming- ever within the game...


The mechanic will likely change (so Paul stops destroying keyboards) anyway so I would guess it will with that change if anything.

#6 KalebFenoir

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Posted 13 November 2012 - 08:48 AM

View PostDaemonCross, on 13 November 2012 - 07:19 AM, said:

Oh... Ok, Cheers mates... that's seriously nuts. PGI needs to revamp the interface big time. Aside from the aesthetics, there's little to no information to be accessed in-game. (Yes, yes... one may argue that its easy as -google- still cmon, we all are kids at some point right? hehe)

Also they should add, a Gun jamming sound/gfx. As it stands it looks like a game glitch rather than a -jamming- effect.


Maybe having the group numbers blink red, but the weapon itself keeps the 'active' colour? A sound effect would be good, like having it do the reload sound, with a tuning-down added to it and maybe a clunk, as the mechanism jams.

Maybe a better way to unjam it mid-combat should be that you have to tap that key rapidly until it maybe goes away? If the gun has jammed permanently though, the weapon should be red-out.

#7 Herrmann van Hinden

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Posted 13 November 2012 - 09:16 AM

Ah, I well know this Problem. I had the same when using the Ultra AC/5, however, I knew that this is the Risk of the Cannon and I was curious how it is solved...... Unfortunately, its a big break with the rest of the gameplay. from my Point of view, a good way would be that the Cannon tries to Repair itself everytime you try to fire it once its jammed. Let it use up a round of ammo and 2 or 3 times the amount of time it normally Needs to be ready again, with a Chance based on pilot-skill for the mech.... and that would just be fine then..... You loose Time, you loose ammo..... but you stay somewhat focused on the battle.....

#8 The Mad Cat

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Posted 13 November 2012 - 09:18 AM

Stopped using the UAC5 once the thing was jamming on every shot. Worthless the way it is implemented.

#9 Flapdrol

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Posted 13 November 2012 - 09:21 AM

They should reallly just get a countdown timer on the unjamming, otherwise people just write macros for it.

#10 Caboose30

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Posted 13 November 2012 - 09:26 AM

If they wanted to be true to TT (which I know isn't always possible, before you napalm me), It's chance to jam should be about 8%, but last the duration of the mission.

#11 Murilo Specht

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Posted 13 November 2012 - 09:50 AM

I wish there was a button that would select if you wanted to fire faster and risk the jam, or fire within the safe parameters of the gun, because it's very hard to keep your eyes on the cooldown of the weapon in the heat of battle, and the fire rate would probably drop below that of the AC5 when you try to manually not jam the gun, rendering the UAC5 weapon useless.

#12 Adeptus Odren

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Posted 13 November 2012 - 10:30 AM

Solution: MACRO. :P

#13 MavRCK

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Posted 13 November 2012 - 10:38 AM

If you choose not to fire the second shot immediately you reduce the risk of it jamming, but you also get the faster reload. GL - GHunting!

#14 Meridian

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Posted 13 November 2012 - 11:05 AM

View PostMurilo Specht, on 13 November 2012 - 09:50 AM, said:

I wish there was a button that would select if you wanted to fire faster and risk the jam, or fire within the safe parameters of the gun, because it's very hard to keep your eyes on the cooldown of the weapon in the heat of battle, and the fire rate would probably drop below that of the AC5 when you try to manually not jam the gun, rendering the UAC5 weapon useless.


Yeah, well, it still doesn't work that way.

I have had an AC/5 Ultra jam after firing (literally) a single shot. Clearly I wasn't rushing the timer.

#15 thunder09

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Posted 13 November 2012 - 01:13 PM

AC/5 is one of my favorite weapons... this is a really weird jam... I agree they should impose a time the weapon is jammed. However, the main point is one cannot create a Mech with 7 or 8 AC/5 because one isn't able to check 7 or 8 AC/5 within few seconds during cross fire.





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