Jump to content

Uac5 Dps Boost?

Fixed

106 replies to this topic

#21 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 20 November 2012 - 05:41 PM

Im sure its all part of the beta process. Every patch, something gets uber-fied, becomes the flavor of the week, the devs get the data they need and then nerf it back to a reasonable and generally well agreed upon level of balance. The data collected while uber is then used to set the specs for a new, but similar weapon system or weapon support system that'll be released at a later date. Cases in point:

1) Uber-LRMs from a few patches ago wasnt a heavy handed buff/tweak of LRMs, it was basically an initial live test of the Artemis upgrade...without requiring us to have to have Artemis(allowing greater and wider testing).

2) Centurion variant acting as a testing stand-in for the YLW

Maybe they are doing tests for an upcoming UAC/2. Maybe they are testing a new pilot/mech tree skill. Maybe the increase in other ACs(was it this patch?) also justifies increasing the UAC/5s RoF in order to maintain its uniquness...so this is a vetting process to see how far they can reasonably push the UAC/5's RoF.

Whatever the reason, Im willing to bet it'll be knocked down a peg within a patch or 2 max.

#22 megoblocks

    Member

  • PipPipPip
  • Survivor
  • Survivor
  • 87 posts

Posted 20 November 2012 - 05:48 PM

Oh I agree its part of the beta processes, but I think this was one of those unintended things. The dps output was more than great before. Now it's just silly how fast you can liquify someone standing still if you are mounting 2 of them.

#23 Roland

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 8,260 posts

Posted 20 November 2012 - 05:56 PM

DPS really doesn't matter much, unless you're shooting a stationary target.

Want to fire your UAC's as fast as possible, and spray damage all over the place? Be my guest.

#24 canned wolf

    Member

  • PipPipPipPipPipPipPip
  • 681 posts
  • LocationFort Collins Colorado

Posted 20 November 2012 - 06:39 PM

The refresh on the UAC starts on the first shot and doesn't refresh for the second shot. This looks like a bug to me. Cooldown should start after the second shot goes off, not the first.

#25 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 20 November 2012 - 07:29 PM

8-10 seconds with the ability to manually unjam in less would be my solution.

Add it to AC-20 as well.

#26 megoblocks

    Member

  • PipPipPip
  • Survivor
  • Survivor
  • 87 posts

Posted 20 November 2012 - 07:40 PM

View PostRoland, on 20 November 2012 - 05:56 PM, said:

DPS really doesn't matter much, unless you're shooting a stationary target.

Want to fire your UAC's as fast as possible, and spray damage all over the place? Be my guest.

It does in this case. I dont spray damage all over the place. I can do 74 points of damage in 2.2 seconds (2 uacs, 4 medium pulse). God forbid you let me get to 3 seconds, then it's 108. And if you're a big slow behemoth, you're gonna be hurting even if its up front. Most mechs I've snuck up on can't even start to turn in time before they're shredded.

#27 Kousagi

    Member

  • PipPipPipPipPipPipPip
  • 676 posts

Posted 20 November 2012 - 07:42 PM

View Postcanned wolf, on 20 November 2012 - 06:39 PM, said:

The refresh on the UAC starts on the first shot and doesn't refresh for the second shot. This looks like a bug to me. Cooldown should start after the second shot goes off, not the first.


If you are talking about the Cooldown on the weapon, thats the way the UAC's have always been. The first shot always starts the cooldown. Its just the bonus the UAC gets over the AC is that it can fire a 2nd shot While the weapon is on cooldown at the risk of a jam. The secondary shot does not get its own CD, as its window to be fired is the CD on the weapon itself.

#28 Zyllos

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,818 posts

Posted 20 November 2012 - 08:13 PM

View PostKoniving, on 20 November 2012 - 07:29 PM, said:

8-10 seconds with the ability to manually unjam in less would be my solution.

Add it to AC-20 as well.


Here is the problem with that, macros.

Any and all manual ways of unjamming leads to macro use. This is why I suggested that the auto unjam feature take a significant amount of time, like 20s.

#29 Marchant Consadine

    Member

  • PipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 148 posts

Posted 20 November 2012 - 08:46 PM

Agree they're ridiculously op right now. with <10 fps my tactics were limited to: "I'll kill myself and go play adom or something". You can imagine my surprise when I walked in front of an atlas, unloaded on him in my dual uac5 wang expecting to die in seconds... well you can figure out what happened. If you can't try it. I was so supriced I almost forgot how pissed I was at the fps drop.

#30 DegeneratePervert

    Member

  • PipPipPipPipPipPipPip
  • 790 posts
  • LocationKansas

Posted 20 November 2012 - 09:21 PM

Was just in a match, our whole team got torn APART by dual ultra-AC/5 wielding mechs. As long as I stayed mobile it wasn't really an issue, but if they get you in a corner, you are cored within seconds. This was on River City, I'd imagine the problem won't be as big when it's on a larger map .

#31 Narcissistic Martyr

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 4,242 posts
  • LocationLouisville, KY

Posted 20 November 2012 - 09:53 PM

As much as I appreciate the boost, I really think the jam count down needs to be longer, say 15-30 seconds otherwise there just isn't a reason to not double tap every time.

#32 VaeVict1s

    Member

  • PipPip
  • 25 posts

Posted 20 November 2012 - 10:01 PM

View PostDegeneratePervert, on 20 November 2012 - 09:21 PM, said:

Was just in a match, our whole team got torn APART by dual ultra-AC/5 wielding mechs. As long as I stayed mobile it wasn't really an issue, but if they get you in a corner, you are cored within seconds. This was on River City, I'd imagine the problem won't be as big when it's on a larger map .



I think I was in that game on the losing side... and it was kind of ridiculous, well rounded team couldn't do anything because they just rained AC shots on anything that they saw and cored it within seconds

i'm not one to complain something is OP, and think so far the balance is doing pretty good, and i'm all for team work.... but that was just terrible

#33 Ryvucz

    Zunrith

  • PipPipPipPipPipPipPipPipPip
  • 2,839 posts
  • LocationColorado Springs, Colorado

Posted 20 November 2012 - 10:07 PM

The "thing" still jams on me after three shots, only nice "thing" is, it clears itself so I can shoot two more times before the "thing" jams on me again. (First three shots from my mech in a match, it's not prolonged fire by any means, and the "thing" jams).

I stopped using the "thing" earlier today. Wicked little "thing" jams more often than a non-oiled M16-A2 in the desert.

"Thing" for clarity.

Spoiler


#34 Frenchtoastman

    Member

  • PipPipPipPipPipPip
  • 238 posts

Posted 20 November 2012 - 10:41 PM

View PostEl Death Smurf, on 20 November 2012 - 03:23 PM, said:


2 yes... but not 3 or 4. no mech has 4 balistic hardpoints except the cataphract-4x. but seeing as they are ALL in the arms, no such luck. at best you could fit 2 Uac/5 and 2 AC/5 1 in each arm. (lower arm actuators)
just wait till the Jagermechs to hit the scene, THEN complain about 3 or 4 UAC/5.

p.s. with the increased DPS you also have to worry about HPS now that there is NO time to allow for cool off if you go full auto.

I have a 3UAC5 Cicada right now. It's a glass gun, but it's a FUN glass gun. :D Anything holding still dies in 3 seconds or less, oh yes, I can tell that THIS weapon needed a buff lol. Silly devs, silly silly devs.

#35 Gunmage

    Member

  • PipPipPipPipPip
  • 195 posts
  • LocationRussia

Posted 20 November 2012 - 10:54 PM

Jams are clearing WAY too fast IMO. I understand that permanent jam like in TT wouldn't work in a PC game, but shouldn't the unjam period be NOTICEABLE? 3-5 sec without shooting - that's not serious.

#36 Fiona Marshe

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 756 posts
  • LocationAustralia

Posted 20 November 2012 - 11:06 PM

Needs more jam time; 3-5 seconds is barely a single cycle of fire (not a big penalty when you could get 20 shots before jamming). It needs to be at least 20 seconds to force a disengagement from action (in TT it jams until the end of the game which can often be more than 2 minutes).

#37 Lord de Seis

    Member

  • PipPipPipPipPipPipPip
  • 521 posts
  • LocationEdmonton Alberta, Canada

Posted 20 November 2012 - 11:16 PM

Ultra5's are ridiculously overpowered, need to be looked at.

#38 Roadbuster

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,437 posts
  • LocationAustria

Posted 20 November 2012 - 11:18 PM

I tried the UltraAC/5 in my Centurion yesterday because of the automatic unjam function.
Currently the weapon IS too strong.
I agree that the time it takes to unjam should be increased to at least 10 seconds.

#39 Gulinborsti

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 185 posts
  • LocationVienna/Austria

Posted 20 November 2012 - 11:59 PM

Just tried a dual UAC5 catapult ... and this is simply ridiculous :D

#40 ian davion

    Member

  • PipPipPipPipPip
  • 133 posts

Posted 21 November 2012 - 12:09 AM

Using duel uac/5s. This is just silly. Everyone runs away. I've seen builds with uac/5s and streaks. I am using it and it is way op. There is no reason to use anything other than uac/5s now.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users