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Uac5 Dps Boost?

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#41 Nemesiz416

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Posted 21 November 2012 - 02:28 AM

With the buffed SSRMs and UAC5s, my Atlas is so overpowered. I actually used Dual UAC5s before the patch and I loved my setup. Now with the new weapons, the UACs shred anything in view and any light mechs that try to get close now get demolished by Streaks. I think of myself as a pretty good pilot and have a K/D ratio of 1.5, but when I'm doing 700-800+ damage per match with Ultras, there's something broken....

#42 Hayashi

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Posted 21 November 2012 - 04:58 AM

Already recommended 1.25s cooldown, 2 heat per shot, reduction of range to match the AC/5 and a 6.75s jam clearance time with 10% chance to jam. But it seems people don't listen to those who use mathematics, and like to just patch on gut instinct values all the time...

#43 Xeven

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Posted 21 November 2012 - 06:24 AM

I think it is fine the way it is. I have multiple other configurations that you can do the same damage with. UAC 5 are worth mounting now is all in place of Pulse Lasers, ERLasers, Guass etc... they do greatly overshadow the other AC weapons but UAC is supposed to be faster DPS than normal AC 5 at cost of heat, weight slots etc... and the jamming issue.

View PostAlex Steiner Davion, on 21 November 2012 - 02:28 AM, said:

With the buffed SSRMs and UAC5s, my Atlas is so overpowered. I actually used Dual UAC5s before the patch and I loved my setup. Now with the new weapons, the UACs shred anything in view and any light mechs that try to get close now get demolished by Streaks. I think of myself as a pretty good pilot and have a K/D ratio of 1.5, but when I'm doing 700-800+ damage per match with Ultras, there's something broken....

Im doing 700-800 damage with Gauss, ERLaser, LL,LPL combos all the time. UAC 5 is just worth considering in the mix now. It still has limited Ammo as well compared to using a laser set up. Now if they just cool down PPC's we will have a nice mix of weapons to chose from.

For those worried about AC 10 just wait till UAC 10 hits the beat. As we move along in the timeline some new weapons will render many old weapons obsolete or close to obsolete.

All I know is if you plan to stick with IS when Clans show up I will be happy to have UAC and Gauss just the way they are now.

Edited by Xeven, 21 November 2012 - 06:26 AM.


#44 Mr Steik

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Posted 21 November 2012 - 06:26 AM

4x with 2 x U-A/C 5's and one A/C 5. No heat issues 250 U-A/C rounds and 60 A/C rounds. It beats 4 x A/C 5's ( when they don't jam ) the heat is really manageable and you can get more than 8t's of ammo.

#45 Xeven

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Posted 21 November 2012 - 06:30 AM

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.

This is actually how it should work. The extra shot is the result of a double tap of the firing mechanism. Cooldown on any AC weapon is actually a cycle time. If you pull trigger and it double cycles as a result of being a UAC 5 the second round is a freebee for that cycle. I am not saying it is over powered or not just that it is working the way it should work if it were real.

#46 Tokra

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Posted 21 November 2012 - 07:07 AM

View PostEndGame8968, on 20 November 2012 - 03:41 PM, said:

Wow! I'm not one to complain very much but how the hell did this get through the internal testing! How is there no pattern recognition! When the community see's something OP, everyone runs to it. Gauss cat, SRM Cat, SSRM Cat, then when the lrms were boosted like mad, everyone flocked to it.

And now, UAC5.


Does this really come as a shock?


This does shock you? I am not surprissed by anything that goes live anymore :). There has been way to much now that should have been noticed with a single internal game and still went live.

Yes, its really stupid when the DPS of the weapons got turned around because of the fire rate. An AC2 that is doing same DPS over longer range as a AC20 is, well, wrong.
AC20 should be the best of the weapons from the ACs in term of damage. The drawback of the weapon was the low ammo. But now its low range and low DPS. And still going nearly the same heat as all other ACs. Really not worth to use it anymore. The fire rate of the UAC is way to high. Same with the AC2.
But after all, the UAC5 is, as well as the Gauss, a tech2 weapon. And have, from canon view a higher value as the standard ACs. But from balance view its deadly.


I am already interessted when the Clans come. SSRM6 with the current system? Deadly :huh:. Mad Dog with 6x SSRM6 will one shot ever mech.
UAC2? Holy rapid fire :blink:. The client cant even keep up the damage of these. A MG will be nothing compared to this.

Only good we have some time till the Rotary AC is coming. Or worse, the HAG (Hyper Assault Gauss).

#47 megoblocks

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Posted 21 November 2012 - 09:19 AM

Well, part of the AC/20 awesomeness was that if you got hit, you had a chance to fall over -- something IMHO that should be in here as well. But that's a whole other thread. Right now the cooldown on the UAC needs to reset on the 2nd shot instead of the first, and/or the jamming time needs to be increased so that the average dps is more in line with everything else. If the latter is taken, then the weapon becomes a crap shoot, to speak. It could do really awesome damage, or it could jam up on you for a while in which case you're vulnerable (and not doing nearly as much damage).

#48 Josh Davion

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Posted 21 November 2012 - 09:22 AM

Jeagermech: Online anyone? ;)

#49 Taron

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Posted 21 November 2012 - 09:32 AM

Streaks and U-AC/5 are now working as they should. Look at my other post (The Patch - The Good And The Evil).

#50 Gulinborsti

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Posted 21 November 2012 - 09:37 AM

After some more "beta testing" with dual UAC5s equiped it seems that this is more an issue in close ranged fights.

At least for me I find them very hard to aim at faster moving targets over longer distances (well, maybe I simply suck at aiming balistic weapons over longer distances :( ).

But I also found those guns less scary when being exposed to long range UAC5 fire (well, maybe my opponents in this fights sucked at ballistics too ;) ).

However, those guns need to feel the nerf club serious balacing as did LRMs.

#51 Zrave

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Posted 21 November 2012 - 02:46 PM

UAC/5 is way too strong now. I like the new system for double-shotting, it's much better than the old one. I also like the new auto-unjam feature.

I think the numbers need adjusting though. The shot cooldown should be the same as the AC/5, is it 1.7 seconds? Also jamming should be more punitive. I'd be ok with a 10 second unjam.

#52 Mazgazine1

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Posted 21 November 2012 - 02:49 PM

The new UAC 5 is nuts now, I think it may need a firing rate change to keep it inline with the other guns.. I mean that double tap is AWESOME, but I feel like it really needs to be nerfed.

I'm using it on a Raven 4x and if I can get a couple seconds of back, I can core someone pretty fast (as long as the jams are low).

#53 Red squirrel

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Posted 21 November 2012 - 03:06 PM

View PostTiger 6, on 20 November 2012 - 03:14 PM, said:

And now you have people mounting 2, 3 or 4 of them...


I think the current max is 2AC5 + 2UAC5 on the CTF-4X

#54 Xeven

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Posted 21 November 2012 - 03:27 PM

Nerf UAC 5 all you want. You can mount Quad AC 5's on a Phract and get same DPS without the jam.

#55 megoblocks

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Posted 21 November 2012 - 03:36 PM

View PostXeven, on 21 November 2012 - 03:27 PM, said:

Nerf UAC 5 all you want. You can mount Quad AC 5's on a Phract and get same DPS without the jam.


1) That's 4 guns doing the same dps as 2 *IF* it weren't for the fact that
2) the AC5 has a cooldown of 1.7s and the UAC a cooldown of 1.1 So, 4AC5s != 2 UAC5s

#56 Enigmos

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Posted 21 November 2012 - 03:41 PM

I must be terribly unlucky: so far I have not had a UAC5 unjam at all. No sign of anything trying to unjam it, it just sits there red and inert. A nine ton doorstop.

#57 SpoonFox

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Posted 21 November 2012 - 03:46 PM

View PostGulinborsti, on 21 November 2012 - 09:37 AM, said:

After some more "beta testing" with dual UAC5s equiped it seems that this is more an issue in close ranged fights.


As promised I looked carefully tonight, and because I'm a long range fighter I did have no difference as before the patch.
However I had a shootout tonight where I and an enemy closed head on, that’s where I noticed the reduced cooldown.
How closer you get how faster you fire, I also noticed that right on top on my enemy it was almost like a machine gun (and then I my ammo was depleted).

Edited by SpoonFox, 21 November 2012 - 03:47 PM.


#58 Ronin Starwalker

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Posted 21 November 2012 - 05:07 PM

It's fine the way it is

It makes is viable and now we see less gauss and laserboats both of which require a lot less skill and are just as effective

PPC's need a good boost though

#59 Saint Rigid

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Posted 21 November 2012 - 05:12 PM

The problem is not the patch. UAC5s didn't get better, ALL ballistics got better. Maybe It's easier for me to notice as a low-end user, but all of the ballistic weapons seem "tighter". The lag between pressing the fire button and the round leaving the barrel has dropped off significantly.

That being said, there is a problem, and that is the discrepency between the cooldown of the UAC5 and the regular old AC5. The Ultra is supposed to have the potential to fire twice as fast as the AC5... but it currently fires THREE TIMES as fast (before the jam, of course). The cooldown of either gun needs adjusting.

I really believe that these guns should have the SAME cooldown.
You could lower/increase the cooldown of both guns to something like 1.25 and give the Ultra a consistent unjam time of 5 seconds.

This increases the usfulness of the AC5, balances the power of the Ultra, and creates consistency in the game.
Additionally, you could add small factors into the Ultra AC5 on top of this, for game balance, or just for flavor. Such as the second shot in the cycle creating more heat than the first shot/the second shot has a shorter range (450 m) etc.

I do not, however, think that the second shot should reset the cool-down. I believe that mechanic feels wonky and leads to what is essentially an even better AC10. What I do believe is that the pause inbetween shots needs to be spaced enough to prevent abuse. Spacing the individual shots far enough apart creates a more consistent fire stream and prevents "spikes" in dps. So, for instance, you can fire two shots within the span of 1.25 seconds, but no two shots can be closer than .5 seconds from eachother.

#60 Taron

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Posted 21 November 2012 - 05:34 PM

The new U-AC-5 are exactly as they should be. There is absolutly no need to nerf anything. The U-AC/5 are strong - as they were in the books. But they still have some issues: They can jam for severall seconds, and - if played strong -, they eat ammo faster than ANY other weapon. My U-AC/5-Cat needs 6(!) tonns of ammo to be strong. So, what's the problem? On 6 Tonns, you can have a lot of Lasers and Heat Sinks. And that was only the weight of the Ammo, not counted the weight of the cannons.


....always those whiners ....

Edited by Taron, 21 November 2012 - 05:38 PM.






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