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Why Would You Use The Uac5 Now?


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#81 Khavi Vetali

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Posted 22 November 2012 - 07:25 PM

View PostTigridMorte, on 22 November 2012 - 07:15 PM, said:

I disagree with it since it throws away years of research and math to "improve on Shakespeare".
Jordan Weisman is a god (little g), we are not worthy.


Honest question, would you rather have a smaller chance to jam, say...~2.5%, but once the jam occurs the UAC is jammed the entire match, or would you rather have a higher jam chance, say, 25%, but the weapon clears after a couple of seconds and you can continue firing?

You pick one? Because the first is TT, the second is MWO. I know I prefer the second for a real time game, especially considering you are fully in control of whether you put yourself at risk for a jam.

#82 Sephlock

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Posted 22 November 2012 - 07:33 PM

View PostJoseph Mallan, on 22 November 2012 - 02:50 PM, said:

Valid point Steel.

Being fair... The SAW jammed that often on Me in the Marines! :)



Huh, is it really that bad? I'm having visions of the early-vietnam era m16....


View PostPaul Inouye, on 22 November 2012 - 02:41 PM, said:


Jams? Yes.. as it should. There's a 25% chance of jamming on the 2nd shot (double tapped). If you wait for cooldown it will never jam. This is the risk and part of the backstory that makes up the UACs.

Heavier? The weight didn't change.

More Slots? The number of slots hasn't changed.

Lower DPS? To be expected with a jammed weapon no?


A recommendation if I may: why not implement a toggle (similar to the toggle that missile bay door mechs have to open and close their flaps) to change whether or not holding down the fire button will double-fire your ultra autocannons (thus potentially leading to jamming) or just continuously single fire them.

Its a minor tweak, but I think it could be useful.

-edit-

Alternatively, make the chance to jam 1/36 and make it perma-jam when it does.... until you shut down and power back up!

You can rationalize it as your pilot frantically crawling through the mech's innards through a side panel, swiffer in hand.

Posted Image

... yeah okay thats wishful thinking. But a man can dream!

Edited by Sephlock, 22 November 2012 - 07:36 PM.


#83 RacerX

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Posted 22 November 2012 - 07:47 PM

I am glad to see this change. I was using UAC/5s to great effect and felt that driving an AC5 bullet hose. That may work well with a table top game where the dice are the limiting factor. But for a simulation youbneed some other limiting factor to balance the game. Thanks devs.

#84 Kaspirikay

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Posted 22 November 2012 - 07:50 PM

I think UAC5s are still pretty deadly. 25% jam chance feels around right. Enough burst when you need it but at a risk.

#85 Dedzone

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Posted 22 November 2012 - 07:54 PM

Holy crap!! If there is this much crying about the UAC5 change, the whole interweb is going to blow up once they nerf the streaks and gauss rifle!! Better stockpile food and water for the Armageddon!

Edited by Dedzone, 22 November 2012 - 07:54 PM.


#86 Sybreed

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Posted 22 November 2012 - 07:55 PM

guys... I got 6 kills (yeah, hard to believe and I took no pic, thx to fullscreen) with my Phract 3D using the standard weapons (with more ammo that is)

UAC is still fine, although I agree that the jam is kinda annoying now hehe

#87 Ronin Starwalker

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Posted 22 November 2012 - 08:45 PM

I think the nerf was necessary

It's a weapon that should reward experienced and disciplined mechwarriors, not trigger happy noobwarriors. Ammo is expensive sh*t.


I think 20% is more reasonable though given it's RoF.

#88 Sean von Steinike

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Posted 22 November 2012 - 08:51 PM

Wait for cool down, no jam risk. Long range.

#89 John Norad

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Posted 23 November 2012 - 02:49 AM

View PostSean von Steinike, on 22 November 2012 - 08:51 PM, said:

Wait for cool down, no jam risk. Long range.

Which makes it awkward to use as a single weapon and a +54% dps upgrade compard to the AC5 when chain fired/boated.
With the ultra mode as a useless addon.
It's not exactly how that weapon was supposed to work (being the equivalent of AC5 in single mode with a risky burst dmg option).

Edited by John Norad, 23 November 2012 - 02:57 AM.


#90 Fooooo

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Posted 23 November 2012 - 03:11 AM

Well the jamming mechanic now looks to be a lot better. So I will be using UAC5's more now I think..... (I haven't tested out a UAC5 since the patch yet)

It would be nicer if instead of chance it was done via a seperate "heat scale" for the uac's.

Then display the small heatscale next to the normal heat scale.

Basically Double tapping for too long will then "overheat" the weapon, hence jamming it for a period of time. You also get a visual feedback of when this will happen, and can also drop your dps (stop double shooting or shooting at all for a bit) to increase the cooling of the weapon and prevent a jam / overheat etc.

Still, just removing the need to cycle the weapon groups to unjam is a big thing. That was really not cool.

Edited by Fooooo, 23 November 2012 - 03:12 AM.


#91 Dr Killinger

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Posted 23 November 2012 - 03:57 AM

It's better than an AC5, if you have the self-control to not double tap unless it's necessary. Fire on cooldown, it won't jam. In a spot of bother? Risk going full-auto for a dps burst.

At least there's a choice now: pre-hotfix, UAC5 was an obvious choice over AC5. Now you can choose the slightly lighter weapon if it suits you better, and not be at a disadvantage.

#92 Haniwa

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Posted 23 November 2012 - 04:07 AM

http://youtu.be/xZNHYgzHkKM

Edited by Haniwa, 23 November 2012 - 04:08 AM.






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