

Uac5 Hotfix
#21
Posted 22 November 2012 - 11:52 AM
#22
Posted 22 November 2012 - 12:08 PM
#23
Posted 22 November 2012 - 12:10 PM
#24
Posted 22 November 2012 - 12:16 PM
If this is still the case, maybe you should try not holding the trigger down incessantly. Nevertheless, going from a 1/10 chance to a 1/4 chance seems a bit extreme. They needed a higher jam chance, but not this high.
#25
Posted 22 November 2012 - 12:19 PM
#26
Posted 22 November 2012 - 12:26 PM
Edited by River Walker, 22 November 2012 - 12:26 PM.
#27
Posted 22 November 2012 - 12:26 PM
Clay Pigeon, on 22 November 2012 - 12:19 PM, said:
This is the way it currently works. You press the button, it fires once. You hold the weapon, it fires twice. Now, there is a delay when you press it because it'll fire once, recycle, and then double fire. And if you hit your "alpha" button, it'll double fire regardless.
People whining about this is kind of comical. If you want to do 10 damage every shot, buy the AC/10. If you want the added range, lighter weight, and the ability to sometimes, when you need it, do 10 damage then go with the UAC/5. If it jams cause you're a drooling fool that wants all of the benefits and none of the drawbacks, then don't ***** cause the weapon is working as needed. The added chance to jam was there because everyone was laying on the double fire and able to decimate. Welcome to balance.
#28
Posted 22 November 2012 - 12:30 PM
#29
Posted 22 November 2012 - 12:32 PM
But then they talk about implementing 3rd person because some people are too stupid to tell the difference between the way they're traveling and the way they're facing?
#31
Posted 22 November 2012 - 12:38 PM
Elder Thorn, on 22 November 2012 - 12:33 PM, said:
maybe its not meant to be doubletapped every 1st shot?
for the love of god, you're not TT players, you're canon masturbator players. At least TT players have the dignity to not try to thrust the canon in to every thread.
People will 100% use and expect the UAC/5 to be shot every chance possible. If you don't like it go read a book where it jams.
#32
Posted 22 November 2012 - 12:44 PM
hashinshin, on 22 November 2012 - 12:38 PM, said:
People will 100% use and expect the UAC/5 to be shot every chance possible. If you don't like it go read a book where it jams.
correct, i am not a TT player. In Addition, i have no ******' idea of canon. Your point under the quote box with text from me in it is invalid + you are trying to insult me and look stupid now after those facts got revealed about me.
o7
Edited by Elder Thorn, 22 November 2012 - 12:44 PM.
#33
Posted 22 November 2012 - 12:45 PM
#34
Posted 22 November 2012 - 12:46 PM
StainlessSR, on 22 November 2012 - 12:10 PM, said:
No. No number is good enough. MWO jam system itself is broken.
Gun jamming on your 1st shot, or never jams if you're lucky enough, is broken.
They need to port MW4 Rotary AC's variable percentage jam system. 0% jam for 1st shot, 100% jam for 10th shot, with 5 sec cooldown for clearing count.
I don't know why devs refuse to adopt what's already perfectly balanced from previous MW games, opting to come up with their own broken systems instead. It's moronic.
Edited by Dagger906, 22 November 2012 - 12:47 PM.
#35
Posted 22 November 2012 - 12:53 PM
#36
Posted 22 November 2012 - 01:13 PM
Dagger906, on 22 November 2012 - 12:46 PM, said:
No. No number is good enough. MWO jam system itself is broken.
Gun jamming on your 1st shot, or never jams if you're lucky enough, is broken.
They need to port MW4 Rotary AC's variable percentage jam system. 0% jam for 1st shot, 100% jam for 10th shot, with 5 sec cooldown for clearing count.
I don't know why devs refuse to adopt what's already perfectly balanced from previous MW games, opting to come up with their own broken systems instead. It's moronic.
I could agree to some system like this. and for anyone who quotes TT shouldn't even regular AC's jam? so get please don't go off on TT says even regular AC's are supposed to have a SMALL chance to jam and then be useless for the rest of the match so since we are nowhere close to tabletop on this issue don't use it to justify yourself.
#37
Posted 22 November 2012 - 01:18 PM
I don't care if the UAC5 is 100% guaranteed to jam every 2nd double shot, there should be an indicator somewhere on your HUD that indicates weapon status, and allow a skilled pilot to either go shot, double shot, shot, double shot and never have it jam, or allow it to cool down so it doesn't jam, or something else based off of pilot skill.
That said, if the pilot isn't paying attention and allows the gun to jam, I would be in favour of a large penalty, like a 20-30s long jam while the gun clears.
Basically give me enough rope to either hang myself, or hang the enemy.
Edited by BDU Havoc, 22 November 2012 - 01:18 PM.
#38
Posted 22 November 2012 - 01:30 PM
A 25% chance to jam is an ok temporary fix. Now you have to think before shooting rather than "oh I'll just hold the weapon down and win without caring much about the weapon jamming."
A better, permanent solution would be something like after the 2nd or 3rd consecutive shot the jam rate starts to increase exponentially. Like a 10% chance for the first 3 shots. Then 4th shot 20% then 30% then 40% etc etc, and have the weapon jam for a solid 5 seconds (rather than the 3~5 now). If you stop firing for 1 or 1.5 seconds the jam rate drops back down to 10%.
The ultra AC5 in the Tabletop wasn't ever that great of a weapon. You had a 50% chance to miss on the 2nd shot even if you hit, and if you rolled snake-eyes the weapon jammed indefinitely - no unjamming it. I know that this game isn't balanced around TT values, but the UAC5 we have now is VASTLY superior to the TT's version, which is good, but it shouldn't completely outshine the AC10 or PPC, which should both theoretically deliver the same amount of damage per second.
#39
Posted 22 November 2012 - 02:04 PM
#40
Posted 23 November 2012 - 12:22 AM
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