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Uac5 Dps Boost?

Fixed

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#101 Indoorsman

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Posted 22 November 2012 - 01:27 PM

View PostMagicHamsta, on 22 November 2012 - 12:54 PM, said:

Hello Indoorsman, look at the AC5, now back to the UAC5. Sadly, AC5 isn't Ultra. But if he stopped jamming the UAC5 can be an UAC20. Look down, back up, where are you? You're in river city with the UAC5 your AC5 could never be. What's in your hand, back at me. I have it, it's the skills to the game you love. Look again, the UAC5 is now diamonds.

Also just because you can't taken advantage of the "Ultra" part doesn't mean others can't & giving it an easy mode firing would make AC5s obsolete.
(.-.)


Ya I admit you can take advantage of the "Ultra" part for example by firing a 2nd shot as somebody is about to LoS you, so when you jam it doesn't matter. But over an extended period of firing, having to take your attention off your target and surroundings to monitor your cooldown bar so you don't double fire is not good. Perhaps if alternating fire mode is toggled on, UAC5s wouldn't double fire. Seems like a simple enough solution to me.

Oh and just because TT has 25% jam rate... oh wait nm, this isn't TT.

#102 Murfph

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Posted 22 November 2012 - 01:48 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 - 01:51 PM.


#103 Redoxin

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Posted 22 November 2012 - 03:24 PM

View PostMurfph, on 22 November 2012 - 01:48 PM, said:

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

People are ALWAYS unhappy with nerfs of stuff they use. There is no "what if". You cant expect any rationality there.
Even with this nerf, UAC5 is still way better than AC5. But peole are still whining like there is no tomorrow and say that UAC5 is completely useless now. Just shows that the average forum poster cant be taken serious, sadly.

#104 Rocket2Uranus

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Posted 22 November 2012 - 03:49 PM

100% agree.

Ulta AC 5 are ridiculously OP now.

Un-Jamming should take 5-10 seconds. This should be RANDOM.
Rate of Jam should be much much higher if they just spam that.

This is ridiculous.
Seeing TONS of noobs just run around with U/AC 5.

Thanks for getting rid of missile boats and introducing U AC 5 Boats.

#105 Stingz

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Posted 22 November 2012 - 04:49 PM

Removing/reducing the screen wrecking shake from Ultra ACs would be another way to fix it. It's impossible to see a thing with UAC/5 slamming your mech every .5 seconds(rapid tapping).

#106 cryonic

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Posted 23 November 2012 - 01:42 AM

They are supposed to fire 2 shots in the time a normal ac fires one.

its firing 3 in that time instead of two.
Thats wrong.

To balance this they have massively increased jam chance.
it feels wrong.

set fire rate to the ac5 rate. set double fire = to double the ac5 rate with a modest jam - but a long time to clear the jam (10-15s)

#107 RragnarR40k

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Posted 23 November 2012 - 02:56 AM

Screw this, make Ultra AC/5's what they were before patch. So many lame nerf criers. I don't care. I was using Ultra AC/5's before and liked them.

But now that they make it a weapon that most people can actually figure out how to use efficiently it's an op weapon... Siiiiiiigh!

Except ofcourse it takes skill to use the weapon, which all the tablemonkeys don't focus on. They just look at Ohm's Wrecker tables and go ugghh, "gots to have me dat ting...!" So much dps. Then when they realize they don't have the skill to use it like they imagined they cry NERF NERF NERF!!!





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