

#1
Posted 24 November 2012 - 07:13 PM
#2
Posted 24 November 2012 - 07:19 PM
Reduce the jamming chance back to what it was then increase the jamming time to 10s or more (I am thinking more like 20s). This forces you to think if you want to double tap for that extra damage for the chance of jamming for a while.
#3
Posted 24 November 2012 - 07:55 PM
Over 15 seconds of continuous fire:
UAC5:
0.0 - 5+5 dmg, 1+1 heat
1.1 - 5+5 dmg, 1+1 heat
2.2 - 5+5 dmg, 1+1 heat
3.3 - 5 dmg, 1 heat, jam
7.3 - 5+5 dmg, 1+1 heat
8.4 - 5+5 dmg, 1+1 heat
9.5 - 5+5 dmg, 1+1 heat
10.6 - 5 dmg, 1 heat, jam
14.6 - 5+5 dmg, 1+1 heat
Total: 80 dmg, 16 heat
AC5:
0.0 - 5 dmg, 1 heat
1.7 - 5 dmg, 1 heat
3.4 - 5 dmg, 1 heat
5.1 - 5 dmg, 1 heat
6.8 - 5 dmg, 1 heat
8.5 - 5 dmg, 1 heat
10.2 - 5 dmg, 1 heat
11.9 - 5 dmg, 1 heat
13.6 - 5 dmg, 1 heat
15.3 - 5 dmg, 1 heat
Total: 50 dmg, 10 heat
AC2:
0.0 - 2 dmg, 1 heat
0.5 - 2 dmg, 1 heat
1.0 - 2 dmg, 1 heat
etc...
Total: 62 dmg, 31 heat
If anything, PGI is going to reduce rate-of-fire (or impulse/cockpit shake) of small AC's across the board, not make these even better.
#4
Posted 24 November 2012 - 09:50 PM
Go with 2 X AC/2s 3 tons more.. no shenanigans.
#5
Posted 24 November 2012 - 09:59 PM
#6
Posted 24 November 2012 - 10:00 PM
#7
Posted 24 November 2012 - 10:18 PM
I am probably doing it wrong.. so is the OP.
Pay more, it weighs more, it cost more for ammo, and it has a chance (Better than blackjack odds for the casino) of being a fishing rod at any time for a random, though short enough amount of time to die.
Pass.. 2 X AC2 thanks! (not to mention the 200 Meter range difference)
Edited by Vexgrave Lars, 24 November 2012 - 10:19 PM.
#8
Posted 24 November 2012 - 10:24 PM
Vexgrave Lars, on 24 November 2012 - 10:18 PM, said:
I am probably doing it wrong.. so is the OP.
Pay more, it weighs more, it cost more for ammo, and it has a chance (Better than blackjack odds for the casino) of being a fishing rod at any time for a random, though short enough amount of time to die.
Pass.. 2 X AC2 thanks! (not to mention the 200 Meter range difference)
In those 4 salvos you just did more damage than you would have by firing 2x AC2's for the same amount of time PLUS the duration of the jam, and produced a lot less heat as an added bonus. And you saved 3 tons and have another ballistics hardpoint free.
#9
Posted 24 November 2012 - 11:03 PM
Yeah they jam occasionally, but its generally acceptable.
What sucks is that its hard to place shots. Due to the horrible netcode, you cant go off of actual weapon impacts because that doesnt mean you are actually hitting. You have to go off the little hit indicator, but now you have no idea where you are hitting, or which rounds are actually hitting(in my case, is it the UAC/5s or the AC2s...is it both?).
#10
Posted 24 November 2012 - 11:06 PM
CocoaJin, on 24 November 2012 - 11:03 PM, said:
Yeah they jam occasionally, but its generally acceptable.
What sucks is that its hard to place shots. Due to the horrible netcode, you cant go off of actual weapon impacts because that doesnt mean you are actually hitting. You have to go off the little hit indicator, but now you have no idea where you are hitting, or which rounds are actually hitting(in my case, is it the UAC/5s or the AC2s...is it both?).
There are some convergence issues with the arms on the CTF-4X, which make this seem worse. Still, the 2x UAC5 2x AC2 build is silly powerful at the moment. You just put them each in a group and put each group on one mouse button. Aiming will get easier after they make the projectile speeds faster which they said they are doing in the next patch. It will also make the speed difference between teh UAC5 and AC2 less noticable.
#11
Posted 25 November 2012 - 02:58 AM
#12
Posted 25 November 2012 - 05:34 AM
TostitoBandito, on 24 November 2012 - 07:55 PM, said:
Over 15 seconds of continuous fire:
UAC5:
0.0 - 5+5 dmg, 1+1 heat
1.1 - 5+5 dmg, 1+1 heat
2.2 - 5+5 dmg, 1+1 heat
3.3 - 5 dmg, 1 heat, jam
7.3 - 5+5 dmg, 1+1 heat
8.4 - 5+5 dmg, 1+1 heat
9.5 - 5+5 dmg, 1+1 heat
10.6 - 5 dmg, 1 heat, jam
14.6 - 5+5 dmg, 1+1 heat
Total: 80 dmg, 16 heat
AC5:
0.0 - 5 dmg, 1 heat
1.7 - 5 dmg, 1 heat
3.4 - 5 dmg, 1 heat
5.1 - 5 dmg, 1 heat
6.8 - 5 dmg, 1 heat
8.5 - 5 dmg, 1 heat
10.2 - 5 dmg, 1 heat
11.9 - 5 dmg, 1 heat
13.6 - 5 dmg, 1 heat
15.3 - 5 dmg, 1 heat
Total: 50 dmg, 10 heat
AC2:
0.0 - 2 dmg, 1 heat
0.5 - 2 dmg, 1 heat
1.0 - 2 dmg, 1 heat
etc...
Total: 62 dmg, 31 heat
If anything, PGI is going to reduce rate-of-fire (or impulse/cockpit shake) of small AC's across the board, not make these even better.
Not sure if you realize this, but the UAC doesn't do doublefire like when you doubleclicked and got double fire. Press and hold the button and it'll shoot faster than a normal AC but not the doubleshots...
#13
Posted 25 November 2012 - 05:40 AM
TostitoBandito, on 24 November 2012 - 07:55 PM, said:
actually they're leaving the ac2 where it is and buffing everything else (cept maybe uac5 now).
RragnarR40k, on 25 November 2012 - 05:34 AM, said:
Not sure if you realize this, but the UAC doesn't do doublefire like when you doubleclicked and got double fire. Press and hold the button and it'll shoot faster than a normal AC but not the doubleshots...
not sure if you realize this, but the double tap second shot requires server side authentication just like any other shot and yes holding down the button does fire off two rounds in quick succession. The gap between doubleshot depends on your ping x2.
#15
Posted 25 November 2012 - 05:53 AM
Asmosis, on 25 November 2012 - 05:40 AM, said:
actually they're leaving the ac2 where it is and buffing everything else (cept maybe uac5 now).
not sure if you realize this, but the double tap second shot requires server side authentication just like any other shot and yes holding down the button does fire off two rounds in quick succession. The gap between doubleshot depends on your ping x2.
That sounds right, but the doubletap shot is quicker than holding down the mousebutton to my experience. Anyway not trying to troll so I'll leave it at that.
I made a suggestion in the suggestions thread on changing the UAC line so that when you hold your mouse button you get slightly faster firerate then normal AC's at fi. 10% jam chance and when you doubletap you get the real fast extra shots but at an increased jam chance, say 20 or 25%.
This way you can choose to play more unsafe but have a chance of cranking out extra damage when needed.
#16
Posted 25 November 2012 - 06:02 AM

#17
Posted 25 November 2012 - 08:28 AM
True story: I just recently put a pair of UAC5s on an Atlas and on my very first attempt to fire them, they both jammed. I wish I'd taken a screenshot, but you'll just have to take my word on this. Or, use them for a few matches and see for yourself.
#18
Posted 25 November 2012 - 08:43 AM
TostitoBandito, on 24 November 2012 - 07:55 PM, said:
Over 15 seconds of continuous fire:
UAC5:
0.0 - 5+5 dmg, 1+1 heat
1.1 - 5+5 dmg, 1+1 heat
2.2 - 5+5 dmg, 1+1 heat
3.3 - 5 dmg, 1 heat, jam
7.3 - 5+5 dmg, 1+1 heat
8.4 - 5+5 dmg, 1+1 heat
9.5 - 5+5 dmg, 1+1 heat
10.6 - 5 dmg, 1 heat, jam
14.6 - 5+5 dmg, 1+1 heat
Total: 80 dmg, 16 heat
AC5:
0.0 - 5 dmg, 1 heat
1.7 - 5 dmg, 1 heat
3.4 - 5 dmg, 1 heat
5.1 - 5 dmg, 1 heat
6.8 - 5 dmg, 1 heat
8.5 - 5 dmg, 1 heat
10.2 - 5 dmg, 1 heat
11.9 - 5 dmg, 1 heat
13.6 - 5 dmg, 1 heat
15.3 - 5 dmg, 1 heat
Total: 50 dmg, 10 heat
AC2:
0.0 - 2 dmg, 1 heat
0.5 - 2 dmg, 1 heat
1.0 - 2 dmg, 1 heat
etc...
Total: 62 dmg, 31 heat
If anything, PGI is going to reduce rate-of-fire (or impulse/cockpit shake) of small AC's across the board, not make these even better.
Did you all so figure out the rate that dos not hit because of NET CODE SHIELD .
If you did I bite it would be haft of the number you posted. as in from 80 to more like 40
The UAC5 is a Junk Gun now.
#19
Posted 25 November 2012 - 08:51 AM
Shelgeyr, on 25 November 2012 - 08:28 AM, said:
True story: I just recently put a pair of UAC5s on an Atlas and on my very first attempt to fire them, they both jammed. I wish I'd taken a screenshot, but you'll just have to take my word on this. Or, use them for a few matches and see for yourself.
^If they modified this such that they didn't penalize for single-firing, the weapon would be perfect perfect perfect. My only current issue is jamming even for cautious pilots.
Also, according to RL-weapon rules, the jammed shot should still go off and jam afterwards, unless the weapon's fittings and tolerances are bugged... which I really hope isn't what's being patterned off of. A "jam" occurs when the empty casing fails to eject, or the weapon fails to strip a new round from its' ammo magazine. I haven't used the UAC5 enough to figure out if the "jam" consumes a shot either, which it probably shouldn't in either case.
#20
Posted 25 November 2012 - 10:19 AM
In-game, when the UAC5 jams, a round is expended without being fired. In my example above, of my first trigger pull jamming my UAC5s, I had both weapons highlighted in red and 98 rounds remaining of my original 100.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users