I have had 3 out of the last 4 matches where my UAC5's just no longer fire. This isn't the weapon jammed not working, they are green ready to go, they just won't fire anymore.... anybody else experiencing this problem? really stinks when you lose most of your fire power for no apparent reason... arrrgh!
Uac5's Stop Working?
Started by Papaspud, Dec 05 2012 04:36 AM
7 replies to this topic
#1
Posted 05 December 2012 - 04:36 AM
#2
Posted 05 December 2012 - 04:41 AM
Yes, every ammo-based weapon seems to suffer from this bug. So more, some less. Had that both with UAC5 and AC20. Devs are allready on it.
#3
Posted 05 December 2012 - 04:51 AM
Well, I guess its laser wars until they fix it...
#5
Posted 05 December 2012 - 05:05 AM
Dear Raven Pilots,
Please hold still so that I may ram you into submission, or possibly shove you off the map. Thank your patience.
signed,
lasers/missiles/ballistics
Please hold still so that I may ram you into submission, or possibly shove you off the map. Thank your patience.
signed,
lasers/missiles/ballistics
#6
Posted 05 December 2012 - 05:48 AM
It's the new ammo loader jam system.
Don't you read the undocumented patch notes?
Don't you read the undocumented patch notes?
#7
Posted 05 December 2012 - 06:03 AM
PGI could just save themselves lots of headache if they simply ripped out the misguided jamming logic from all ballistic weapons. Balancing should be done by adjusting:
That's how to balance a weapon, not introduce a completely random and nonsensical chance to jam. Because if you're going to do that, then you need to provide a chance for ALL weapon types to jam, not just ballistics. Missile bay doors can jam. Lasers can blow capacitors. And I think if missiles and lasers were included in this "jam fest", the MWO community would be in an uproar, and rightly so.
This whole jamming thing is WAY more trouble than it's worth. And the thing is, it seems like most people hate it anyway. Why bother? Seriously?
And if I hear one more person say that the UAC5 jams because it's in the table top rules, I think I'll just throw up all over these forums. This isn't table top - this is MechWarrior Online.
- Weapon purchase costs
- Weapon repair costs
- Weapon ammo costs
- Heat generation rate
- Damage per shot
- Weapon firing rate
- Weapon explosion probability
That's how to balance a weapon, not introduce a completely random and nonsensical chance to jam. Because if you're going to do that, then you need to provide a chance for ALL weapon types to jam, not just ballistics. Missile bay doors can jam. Lasers can blow capacitors. And I think if missiles and lasers were included in this "jam fest", the MWO community would be in an uproar, and rightly so.
This whole jamming thing is WAY more trouble than it's worth. And the thing is, it seems like most people hate it anyway. Why bother? Seriously?
And if I hear one more person say that the UAC5 jams because it's in the table top rules, I think I'll just throw up all over these forums. This isn't table top - this is MechWarrior Online.
#8
Posted 05 December 2012 - 01:15 PM
Switched out to AC2's now they are not working too...WTF.... So all the ballistic weapons jam with no way to restart them? Why even run any ballistic weapons when you can only get off 10-20 rounds and then they are done for the game....pfffft.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users


















