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Uac5 Concept


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Poll: Do you think this would help balance the UAC5? (32 member(s) have cast votes)

Do you think this would help balance the UAC5?

  1. yes (7 votes [20.59%] - View)

    Percentage of vote: 20.59%

  2. no (24 votes [70.59%] - View)

    Percentage of vote: 70.59%

  3. maybe so ( why? ) (3 votes [8.82%] - View)

    Percentage of vote: 8.82%

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#1 Murfph

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Posted 22 November 2012 - 02:15 PM

It is clear people are unhappy with the current state of the UAC5, what if....

they lower the current jam rate from 25% down to 17.5% (could be bumped to 20%, the original jam rate was 10%)

make the unjam macro a manual task to the player

give the auto cannon a minimum number of shots before the % chance to jam takes place( or somthing? )

maybe 3 shot minimum?

that is my idea, what about yours??

Edited by Murfph, 22 November 2012 - 03:14 PM.


#2 Murfph

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Posted 22 November 2012 - 03:16 PM

*is bumping allowed because i left the response box locked?

#3 Sadato

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Posted 22 November 2012 - 04:05 PM

I voted No, but that was just specifically to the above reasons.

As far as I could tell, Pre-Patch (Tuesday) the UAC had a cooldown of 1.1 seconds, but the double-shot was not resetting the cooldown as it had been in previous patches.

This was causing an unforseen massive (and broken) increase in dps.

The Hotfix has been a knee-jerk reaction to a broken weapon, but they have really overcompensated and caused the weapon to be worse off than before the Tuesday patch.

The Cooldown of the weapon should of been lowered to 1.7 seconds (same as the standard AC5) but keep the effect of the doubleshot NOT resetting the cooldown AND it should of retained the 10% jam chance as this felt about right.

The Jam duration however was also WAY too short to make the weapon feel like it had actually jammed.

As I was mounting two, sometimes I didn't even notice that one HAD jammed!

So to give the jam more impact, jam duration should have been increased from 3-5 seconds to 4-7 Seconds.

Would of been much better than having the weapon jam every 4th Shot.

#4 MustrumRidcully

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Posted 22 November 2012 - 11:34 PM

They really should decide - do they want the double shot mechanic, or do they simply give the UAC a higher rate of fire and a jam chance.

Doing both is ... not wise. And then they have to balance their jam rate and the jam duration against the AC/5s weight and damage/heat output and the Ultra ACs increased weight, damage and heat output (and ammo consumption).

#5 PYR0MANCER

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Posted 22 November 2012 - 11:57 PM

Part of what makes the UAC/5 special is it's faster recharge rate, not just the 'double tap'... Nerfing it down to the same recharge as the AC/5 is not something people would want to see...


However... Perhaps some middle ground could be found like this..:


Provide a toggle to allow switching from 'safe fire mode' to 'double tap mode' but, in order to keep it from being "easy mode" have the rate of fire in 'safe fire mode' be the same as a standard AC/5 and the rate of fire in 'double tap mode' as the norm for the UAC/5... Those that can control thier trigger finger can get a higher rate of fire out of the weapon than those using the toggle switch but people who can't or won't control thier trigger can still make use of the weapon through having the toggle switch...

If the dev's don't feel like doing that they can always adjust the jam% again, which I am in favor of going 17.5% and split the difference with them... 25% feels heavy handed but it seems to be the way of things, nerf hard and adjust up... The UAC/5 was overpowered at 10% no doubt but even at 25% you can squeeze a little more than an AC/5 will give you can get your finger tapping in a rhythm and the occasional accidental double shot won't net you many jams...

#6 EldenLance

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Posted 23 November 2012 - 12:20 AM

25% jam rate has been caused by icreased demand in this weapon type. Manufacturing corporations have dropped the quality by using cheaper, more availible materials to fulfill the market needs.

From the auto unjamming mechanism developers:
"We have introduced this long-awaited feature to our UAC/5 cannons by using high-grade alloys allowing it to safely operate in automated modes. our preveous unjamming mechanics, being based on mid-grade metals, had to be operated manually, due to instability of the process itself. Replacing the matireal base to our new design would severely hinder the weapon's overal stability due to high temperature metal deformations, putting the whole Double-Tap technology under question."

Now when demand for uac/5's have dropped, it is being expected that manufacturers are to gradually rise the quality again.

#7 Vincent Lynch

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Posted 23 November 2012 - 03:36 AM

TT had a jam rate of only 3%, but it was not possible to unjam it. Which would be stupod, of course.

Personally I'd reduce the jam chance, but prolong the reload time after each 2 shots fired in rapid succession.
(Note: I don't even play the UAC myself, but I like my things to be as canon-close as possible without disrupting gameplay.)

Edited by Vincent Lynch, 23 November 2012 - 03:37 AM.


#8 Gogopher

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Posted 23 November 2012 - 03:44 AM

what u suggests simply benifits programable mouse or keyboards...and is in no way a fair aplication....in TT the guns (roughly 3% chance) jammed and stayed jammed...the jam rate could be lowered and the unjam rate raised...something to the sort of .2-.15 and a 5-8sec unjam....

however: as they are now they seem fairly well balanced...u have the potential to do some serious damage...but u also have the potential to jam a lot...thems the risks...and those risks are known and well documented...so its a player choice to use them (i do) ..

#9 Thaar

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Posted 23 November 2012 - 03:47 AM

I Like the way the UAC5 behaves now. 25 % jam chance but they don't stay jammed thru the entire match.





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