Jump to content

Ultra Autocannon Jam Mechanics, In General.


40 replies to this topic

#21 Kodan

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 22 posts

Posted 07 December 2012 - 01:58 PM

View PostKraven Kor, on 07 December 2012 - 01:36 PM, said:

Look at the A-10 Warthog, where they cannot fire the weapon at maximum ROF for more than a short burst or the plane will stall and fall out of the sky.

Just so you know this is total bull. The gun will slow the plane when fired but in NO WAY will it cause the plane to stall and fall out of the sky. There were some initial problems with the engines stalling due to sucking in the exhause gasses from the gun firing but those were worked out fairly quickly. The biggest issues/reasons why they rarely fire long bursts are 1) there are few tanks that require a sustained burst(gun is super accurate and deadly) 2) the barrels overheat quickly 3) the gun only carries 1350 rounds maximum and fires 60-70 rounds a SECOND. So the gun can fully expend its entire payload of ammo in about 20 seconds (fires at a fixed rate of 3900 rounds a minute).

Quoted from Wikipedia in case you dont believe me. "
The A-10 engines were initially susceptible to flameout when subjected to gases generated in the firing of the gun. When the GAU-8 is being fired, the smoke from the gun can make the engines stop, and this did occur during initial flight testing.[2] Gun exhaust is essentially oxygen-free, and is certainly capable of causing flame-outs of gas turbines. The A-10 engines now have a self-sustaining combustion section. When the gun is fired the igniters come on to reduce the possibility of a flame-out.[14]
The recoil force of the GAU-8/A[15] is 10,000 pounds-force (45 kN),[3] which is slightly more than the output of one of the A-10's two TF34 engines (9,065 lbf / 40.3 kN each).[16] While this recoil force is significant, in practice cannon fire only slows the aircraft a few miles per hour.[14]"

#22 Biglead

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,102 posts
  • LocationManassas, Va

Posted 07 December 2012 - 02:00 PM

View PostBlackSquirrel, on 24 November 2012 - 12:12 PM, said:

Yes simple matter of condional statement.

If
{ then xyz = 3}

Else if
{blah blah then xyz = A * .3}

do while
{UAC/5 = what the hell ever}
and so forth.


Heh, it's as if you lifted that code straight from the files of MWO.

#23 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 07 December 2012 - 02:02 PM

View Postshadowrwolf, on 07 December 2012 - 12:43 PM, said:

if a gun jammed as much and as often as this one dose it would never see the field of battle.
no other gun in the game jams why would this one be any different.

Ever fired the Squad Automatic Weapon(S.A.W.)? :)

#24 Tickdoff Tank

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,647 posts
  • LocationCharlotte NC

Posted 07 December 2012 - 05:12 PM

View PostJoseph Mallan, on 07 December 2012 - 02:02 PM, said:

Ever fired the Squad Automatic Weapon(S.A.W.)? :huh:


The SAW does not jam after firing 4 rounds.

#25 Doomie77

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 123 posts
  • LocationModesto, Ca

Posted 07 December 2012 - 06:06 PM

UAC/5 is fine, move along, nothing to see here.

I could see where uac/10 and 20 will be a real problem though. If they ever appear.

#26 SpiralRazor

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 2,691 posts

Posted 08 December 2012 - 03:34 PM

UAC/5 is not fine... Bumping because the idea is still the best implementation ive seen, and no one has yet made a concrete argument other then putting there head in the sand.

I said the numbers didnt matter, its the system itself that matters. Learn to read.

#27 SkyCake

    Member

  • PipPipPipPipPipPipPip
  • 524 posts

Posted 08 December 2012 - 04:02 PM

Ya, UAC's need to be reworked in general to either heat related jamming or removing the jam altogether and balancing the weapon accordingly through tonnage, crits, rof, ammo costs, etc.

#28 River Walker

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 836 posts

Posted 08 December 2012 - 04:45 PM

The UAC5 works OK as is, the auto unjam was the thing that fix its number one prob in combat.
I think the system that need love right now is the 2SSRM and no its not the rate of fire or how meany can be put on a Mech .
The prob is it Blind and shake the other guy so bad he cant shot back because he cant see or aim. with 2 attacker your just a grass stan.

#29 Grisnir

    Member

  • PipPipPip
  • 66 posts

Posted 08 December 2012 - 05:40 PM

in a lot of games, weapons with high RoF a balanced with heat, holding the trigger to long > weapon overheats and needs time to cooldown and no funky random jam

#30 Pablocampy

    Member

  • PipPip
  • Elite Founder
  • 36 posts

Posted 08 December 2012 - 06:24 PM

This gun is beautiful, if you use it properly. Only use the double fire when you have an easy way to pull back or have back up.

#31 Roland

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 8,260 posts

Posted 08 December 2012 - 07:43 PM

The UAC5 is a truly awesome weapon currently. I had two folks accuse me of cheating tonight, because I killed them so fast with UAC fire.

#32 SpiralRazor

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 2,691 posts

Posted 11 December 2012 - 10:07 AM

Im not talking about whether the weapon is awesome or not....stop trying to derail my thread. Im talking about a much more logical and intuitive way to implement ALL Autocannons, including the RACs.

#33 Tickdoff Tank

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,647 posts
  • LocationCharlotte NC

Posted 11 December 2012 - 10:59 AM

View PostSpiralRazor, on 11 December 2012 - 10:07 AM, said:

Im not talking about whether the weapon is awesome or not....stop trying to derail my thread. Im talking about a much more logical and intuitive way to implement ALL Autocannons, including the RACs.


We have 12 years untill the RACs come out. Even if they do a time skip in the future we still have a long time to go.

UAC2/10/20 should be here with the clans, which means they have a few months to decide if the current system is what they want or not.

#34 SpiralRazor

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 2,691 posts

Posted 11 December 2012 - 12:41 PM

View PostTickdoff Tank, on 11 December 2012 - 10:59 AM, said:


We have 12 years untill the RACs come out. Even if they do a time skip in the future we still have a long time to go.

UAC2/10/20 should be here with the clans, which means they have a few months to decide if the current system is what they want or not.


It wont be as long as you think sir, because everything after the Clan Invasion until the start of the Blakist Jihad is just dead boring from a Story telling point of view.

#35 SpiralRazor

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 2,691 posts

Posted 16 December 2012 - 08:19 AM

Bump because Ideally Id like a Dev to weigh in and say "hey, this idea is cool" or "hey, this idea is unworkable under CE3"

#36 Nonsense

    Member

  • PipPipPipPipPipPip
  • 414 posts
  • LocationAnn Arbor, MI

Posted 16 December 2012 - 08:27 AM

IMO there should be a logarithmic increase in jam chance, with nearly zero jam possibility after 1 round and nearly 100% chance after some number of rounds.

Or maybe a cooldown on rapid fire mode. I think you'd have to play around with various things a lot before it feels right. All I know is, right now the thing jams in such random but frequent fashion that I don't even want to use it. It's also silly that it jams when you're trying to fire it at normal rate.

I'm sure the devs know it's not working the way it should, but I'd like to know what they intend to change so that it remains risky to fire quickly but is also balanced given the fact that it's barely heavier/bigger than the normal AC/5.

#37 Socket7

    Member

  • PipPipPipPipPipPip
  • 221 posts
  • LocationCapping your base

Posted 16 December 2012 - 09:10 AM

UAC is fine. Stop fat fingering your triggers.

There is no chance of jamming on a single shot. I have fired hundreds of rounds without getting a jam. I'm not making this up. It only ever jams when attempting double taps. Don't want a jam? Don't pull the trigger during cooldown.

There has been arguments that people with 200ms pings could more reliably singletap the UAC if the gap between single and double tap was longer. Say half the weapons cooldown, allowing to clearly differentiate between single and double taps even if you have 500ms ping. This is a terrible idea because you would then have to keep the crosshairs on your target for longer to put both rounds on target. The low time to trigger the doubletap helps make it easier to get off 2 shots that hit the same place.

#38 Nonsense

    Member

  • PipPipPipPipPipPip
  • 414 posts
  • LocationAnn Arbor, MI

Posted 16 December 2012 - 09:49 AM

View PostSocket7, on 16 December 2012 - 09:10 AM, said:

UAC is fine. Stop fat fingering your triggers.

There is no chance of jamming on a single shot. I have fired hundreds of rounds without getting a jam. I'm not making this up. It only ever jams when attempting double taps. Don't want a jam? Don't pull the trigger during cooldown.

There has been arguments that people with 200ms pings could more reliably singletap the UAC if the gap between single and double tap was longer. Say half the weapons cooldown, allowing to clearly differentiate between single and double taps even if you have 500ms ping. This is a terrible idea because you would then have to keep the crosshairs on your target for longer to put both rounds on target. The low time to trigger the doubletap helps make it easier to get off 2 shots that hit the same place.


Right, the problem is, the ping thing completely ruins the weapon for some players, making it completely unpredictable. Different mechanics could achieve the same effect without the frustration.

#39 Socket7

    Member

  • PipPipPipPipPipPip
  • 221 posts
  • LocationCapping your base

Posted 16 December 2012 - 10:11 AM

View PostNonsense, on 16 December 2012 - 09:49 AM, said:


Right, the problem is, the ping thing completely ruins the weapon for some players, making it completely unpredictable. Different mechanics could achieve the same effect without the frustration.


Well you can use alt+f4 to force a doubletap, but you'll still just have to click quickly for the single tap.

If the gun doesn't fire in rapid succession, then you cant put 2 rounds in a row on target. That's the UAC5's party piece, that's what makes it awesome.

I still think people have to learn to not hold down the trigger. I've never had problems, even when I've got higher pings.

#40 p00k

    Member

  • PipPipPipPipPipPipPipPip
  • 1,661 posts

Posted 16 December 2012 - 10:17 AM

the ultra ac 5 is still totally worth taking over the ac5 if you have the tonnage and crits. even if you never double tap it, an extra 1 ton and 1 crit for 54% more dps? and slightly better range? hell yeah.

imagine if a large laser didn't have quite as dramatic a range advantage over the med las, but only weighed 2 tons instead of 5

of course it's so tempting to just hold down the button, roll the dice and see if you're able to do a ridiculous amount of damage before it jams up, and sometimes that's the way to go. but the uac5 is a faster firing ac5 that can be double-tapped in clutch situations, not a super duper ungodly faster firing ac5 that occasionally jams.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users