

Why Would You Use The Uac5 Now?
#1
Posted 22 November 2012 - 02:04 PM
Jams? Heavier? More slots? Lower overal damage output because of jamming.
Its a weapon for clowns. Im beginnning to wonder if the devs have any sense.
#2
Posted 22 November 2012 - 02:05 PM
#3
Posted 22 November 2012 - 02:07 PM
I <3 UAC-5's because they're fun and I still find them effective. So, there you go.
#4
Posted 22 November 2012 - 02:08 PM
ETA: ahh, I see they've been ninja-nerfed while I wasn't looking.
Edited by FerretGR, 22 November 2012 - 02:10 PM.
#5
Posted 22 November 2012 - 02:13 PM
FerretGR, on 22 November 2012 - 02:08 PM, said:
Will I am happy you like the new Junk gun because I be happy to kill you off as you have nothing to shoot back at me with because you are jamming up after every 3 shot.
#6
Posted 22 November 2012 - 02:17 PM
#7
Posted 22 November 2012 - 02:24 PM
#8
Posted 22 November 2012 - 02:31 PM
It has longer range than an AC/10; it has a higher projectile velocity than an AC/10 (so it's more accurate); it can lay out 10 damage faster than an AC/10 WITHOUT using ultra fire and can still ramp that up once in a while using ultra mode; it can do 10 damage for 1 less heat than an AC/10. It gets almost twice the ammo per ton as an AC/10 to boot.
5 damage every 1.1 seconds for 1 heat each is nothing to shake a stick at.
#9
Posted 22 November 2012 - 02:37 PM
#10
Posted 22 November 2012 - 02:37 PM
River Walker, on 22 November 2012 - 02:13 PM, said:
FerretGR, on 22 November 2012 - 02:08 PM, said:
#11
Posted 22 November 2012 - 02:41 PM
Further, on 22 November 2012 - 02:04 PM, said:
Jams? Heavier? More slots? Lower overal damage output because of jamming.
Its a weapon for clowns. Im beginnning to wonder if the devs have any sense.
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?
#12
Posted 22 November 2012 - 02:42 PM
My Cata 3D with 2 UACs and 4 Med las, post hotfix

#13
Posted 22 November 2012 - 02:46 PM
Paul 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?
Yes but IIRC Ultras only jammed on Snake eye rolls Paul. and That didn't happen 25% of the time, That would be a 1:12 roll 25% is 3:12 That will have us jamming 3 times as often as we should be. Uncool sir.
#14
Posted 22 November 2012 - 02:47 PM
#15
Posted 22 November 2012 - 02:47 PM
#16
Posted 22 November 2012 - 02:48 PM
Joseph Mallan, on 22 November 2012 - 02:46 PM, said:
True, but they also were dead for the rest of the game on a snake-eyes jam. They didn't unjam on their own after 1/3 of a turn. Personally, I'll take triple the jam rate to eliminate the risk that I'll jam in the first moments of a match and be stuck carrying 10+ tons of dead weight the rest of the time.
Though technically the chance of rolling snake-eyes is 1/36, not 1/12.
Edited by SteelPaladin, 22 November 2012 - 02:50 PM.
#17
Posted 22 November 2012 - 02:50 PM
Being fair... The SAW jammed that often on Me in the Marines!

Edited by Joseph Mallan, 22 November 2012 - 02:52 PM.
#18
Posted 22 November 2012 - 02:52 PM
if anything its OP, not UP
#19
Posted 22 November 2012 - 02:53 PM
#20
Posted 22 November 2012 - 02:53 PM
This over the top whining after every nerf means that its difficult for PGI to take any critcism on this forum serious, as it is quite unrelated to reality most of the time.
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