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[Idea] Uac 5 Jamming Modification


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Poll: [Idea] Uac 5 Jamming Modification (30 member(s) have cast votes)

do you like this modification

  1. yes (16 votes [53.33%] - View)

    Percentage of vote: 53.33%

  2. no (7 votes [23.33%] - View)

    Percentage of vote: 23.33%

  3. not sure (7 votes [23.33%] - View)

    Percentage of vote: 23.33%

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#1 blinkin

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Posted 22 November 2012 - 01:00 AM

i know uac 5 jams up and i like the 3-5 sec clear time.

i am proposing that the jamming probability be linked to the heat scale of the mech. if you are very low on the heat scale the chance of them jamming is low or possibly nonexistent, but if you are high on the heat scale it would jam regularly. this would mean the uac 5 would be really good for short skirmish type engagements, but players might still choose the standard ac5 for prolonged fighting. this would also encourage more careful heat management instead of just stopping before 100%.

any numbers listed can and should be adjusted for balance. these are just to express the general idea.
heat ------odds of jamming on a any given shot
0-20% little or no chance of jamming
20-40% 1 in 40 chance of jamming
40-60% 1 in 20 chance of jamming
60-80% 1 in 10 chance of jamming
80-100% 1 in 5 chance of jamming

for this to function properly the ROF for the AC5 would need to be increased to bring it's DPS in line with all of the other AC weapons (i think this should be done anyway). this increase would be about 33%. and to properly keep pace the UAC5 would also need a 33% increase in ROF.

this would force anything using more than one UAC5 to invest in heat sinks or risk the weapon being unreliable. so players must choose between having more ammo or having a more reliable weapon. as an added bonus players would be rewarded for exercising trigger discipline.

Edited by blinkin, 05 April 2013 - 05:54 PM.


#2 blinkin

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Posted 22 November 2012 - 04:03 PM

bump to get someone to at least look at it.

#3 John Norad

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Posted 22 November 2012 - 04:14 PM

This is an interesting approach. Very different from the original TT concept, but that doesn't mean it's bad. It could even discourage boating.

#4 blinkin

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Posted 22 November 2012 - 04:22 PM

we have deviated from table top in several other cases. so i figured why let the tabletop game cut out ideas that may be fun.

#5 White Bear 84

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Posted 22 November 2012 - 04:36 PM

http://mwomercs.com/...tion-heat-soak/

#6 blinkin

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Posted 23 November 2012 - 10:23 AM

View PostWhite Bear 84, on 22 November 2012 - 04:36 PM, said:



i have seen plenty of games that have made random weapon failures work well: stalker, fallout 3, farcry 2 (great sandbox style game that was ruined by malaria and being far too repetative), ES3 morrowind. random chance was also the bread and butter of most old RPG like any of the final fantasy series.

and my final point:
i have never seen a mech with only one weapon system. this means that if a weapon fails or jams you still have methods to fight.

having a predictable jamming system like you describe would be boring and take away from my suspension of disbeleif (it is not realistic)

#7 blinkin

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Posted 02 February 2013 - 02:33 PM

bump

#8 blinkin

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Posted 05 February 2013 - 12:11 PM

bump

#9 blinkin

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Posted 11 February 2013 - 02:35 AM

bump

#10 Helvetica

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Posted 11 February 2013 - 03:34 AM

random is bad almost always, useless its random environmental/universal. This gives players an assemblance of management over it. I really like this idea.

Edited by Helvetica, 11 February 2013 - 03:34 AM.


#11 Kmieciu

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Posted 11 February 2013 - 03:40 AM

That is an interesting approach, but UAC/5 need only 10 double engine heatsinks to stay heat neutral. So with a 250 rated engine they would never jam.

#12 Helvetica

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Posted 11 February 2013 - 04:03 AM

View PostKmieciu, on 11 February 2013 - 03:40 AM, said:

That is an interesting approach, but UAC/5 need only 10 double engine heatsinks to stay heat neutral. So with a 250 rated engine they would never jam.


True how about adding a burst fire element as well - heat + continuous fire every 10 secs of burst ( 1/2% jam rate)

also, you have to factor other elements - this would make Flamers a good counter element and other weapons on the mech.

Edited by Helvetica, 11 February 2013 - 04:06 AM.


#13 Kmieciu

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Posted 11 February 2013 - 04:08 AM

View PostHelvetica, on 11 February 2013 - 04:03 AM, said:


True how about adding a brust fire element as well - heat + continuous fire every 10 secs of burst ( 2% jam rate)


I don`t know how the PGI generates their random numbers, but I often use double UAC5, and with the current 25% jam rate I`m able to fire a 20-round burst sometimes... I remember that at 10% jam rate they were THE BEST ballistic weapon in game.

#14 Helvetica

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Posted 11 February 2013 - 04:19 AM

View PostKmieciu, on 11 February 2013 - 04:08 AM, said:


I don`t know how the PGI generates their random numbers, but I often use double UAC5, and with the current 25% jam rate I`m able to fire a 20-round burst sometimes... I remember that at 10% jam rate they were THE BEST ballistic weapon in game.


Yeah you'd have to play about with the figures but i think the general formula is interesting. I'd like a little clarity on ho it's generated now too. It could be useful to adding to skilled play.

#15 Gunnisson

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Posted 11 February 2013 - 04:24 AM

Sorry to make this idea sorta moot, but this method of jamming is already present in the Rotary Autocannons of the tabletop (http://www.sarna.net/wiki/Rotary_AC/5). There's no reason to change the UACs to this, just wait until PGI release the RACs.

Edited by Gunnisson, 11 February 2013 - 04:24 AM.


#16 Helvetica

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Posted 11 February 2013 - 04:28 AM

View PostGunnisson, on 11 February 2013 - 04:24 AM, said:

Sorry to make this idea sorta moot, but this method of jamming is already present in the Rotary Autocannons of the tabletop (http://www.sarna.net/wiki/Rotary_AC/5). There's no reason to change the UACs to this, just wait until PGI release the RACs.


This ani't TT and PGI have stepped away from TT a ton, it makes nothing moot. Until they tell us how they figure the rate of jamming.

#17 WinnieTheWhor

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Posted 11 February 2013 - 05:14 AM

It should be based on how many UAC shots you've fired in a row, scaled down on the standard AC/5 speed. If you fire it faster than an AC/5, it should be more and more likely after every shot that it jams.

In tabletop it only had a chance to jam if you fired it twice in a row. Why can't it be timer based in a live-action game?

#18 DeadlyNerd

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Posted 11 February 2013 - 06:59 AM

I'd yell repost since I suggested this almost right after UACs got the autounjam but I'm better than that. Btw nice necro on a 2 month old thread.

#19 Gunnisson

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Posted 11 February 2013 - 07:27 AM

View PostHelvetica, on 11 February 2013 - 04:28 AM, said:


This ani't TT and PGI have stepped away from TT a ton, it makes nothing moot. Until they tell us how they figure the rate of jamming.


What do you mean by "figure out the rate of jamming"?

#20 Roland

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Posted 11 February 2013 - 08:22 AM

There is nothing wrong with the current UAC implementation. It's one of the strongest weapons in the game.





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