Lysander Voidrunner, on 08 December 2012 - 01:09 PM, said:
I'm still torn about the whole UAC5 issues. I know they're fixed, but yesterday I've had one of the least pleasant experiences I've ever had in MWO. I'm running a Cata with 2xUAC5. Usually everything is good, jams about once in every 5 shots, not too bad. Yesterday, however, every 1 shot they jammed. realize that it's RNG, but a weapon that jams so much would never have gone into the field, there should be some upmost limit on how much they jam. Note, I am not asking to have jamming removed entierly (which would be AWESOME) but to make sure that I can at least use the blasted guns, because at that rate, they fire less often than AC5's. As I said, RNG is great, but for these of us who should never set foot in a Casino, it can be very frustrating.
I concur with your frustration. I think the jamming should be based on some form of seed, rather than being purely random; i.e.
Chance to jam after firing x shots on el'rapido:
1: 5%
2: 8%
3: 13%
4: 20%
etc, with a hard cap of about 30-50 %. This way, you could fairly consistently throw out 3-4 round bursts, while being penalized for using a spray and pray approach. It would also make it feel like the jamming was a result of a combination of heat and stress on the weapon mechanism, rather than it feeling like it's a product of bad design. So, jamming potential would be more intuitive, and more a result of the player's actions ("I've hosed this guy for a bit! Gee, i've been lucky so far, better back off a bit")
If the devs were feeling particularly saucy, they could do some work with the seed to avoid it being completely reset after a long bout of rapid firing, and in stead have it decay, to prevent abuse of the mechanic, i.e:
You fire 5 rounds rapid, and hit around 25% jam probability, then hold your fire or throw out some normal shots for a few seconds, and it decays to around 10% before you open up again.
If you're not firing, it decays quickly, if you're tossing out singles, the rate of decay is slower.