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Uac/5... Seriously?


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#1 ArmandTulsen

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Posted 07 December 2012 - 09:53 PM

This thing jams way too much to be even USEFUL. What are the odds of it jamming anyway? I'm sure it's reasonable, but it feels like 70%.

#2 Quazil

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Posted 07 December 2012 - 09:54 PM

It used to be worse ... the high jamming rate is to counter-balance the massive DPS it does.

Edited by Quazil, 07 December 2012 - 09:54 PM.


#3 Alfred VonGunn

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Posted 07 December 2012 - 09:56 PM

It only jams after you double tap a few times.. Carry 2 and chain fire... jamming problem solved(mosty)

#4 p00k

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Posted 07 December 2012 - 09:56 PM

it's 25%

#5 Vermaxx

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Posted 07 December 2012 - 09:59 PM

Jam chance is 25 percent.

Strangely, this was the best solution. As opposed to making the gun fire on its cooldown like everything else, and REQUIRE A SECOND MOUSE PRESS to activate the double tap. That alone cuts out a ton of the people spamming it.

Second, the jam chance should be much closer to the 2.7 (roughly) in tabletop. Obviously it can't be that low AND have an unjam, so leave it at 10% with a longer unjam, say 5+ seconds. If it is ALREADY that long, make it longer.

No, all of that was too much, so they just left the gun prone to double firing without a macro (which, incidentally, makes firing it completely risk free) and upping the jam chance into "ludicrous."

The change only hurt people who don't have a macro capable mouse, or keyboard, or download the +(@&# free macro emulation software one can get from any number of places. Everyone who has one of these can fire exactly on cooldown, every time, with no jam chance.

#6 Woodpeckr

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Posted 07 December 2012 - 10:00 PM

And yet I'd argue it's still the best weapon in the game. Certainly nothing else matches it in dps/ton or dps/heat. If anything it might need further nerfs

#7 Vermaxx

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Posted 07 December 2012 - 10:05 PM

DPS is not teh most relevant stat in a game where 5 damage versus 60+ armor is...well, five damage versus sixty plus armor.

The shot is not fast enough that every double hits the same place, and by that logic most properly timed follow shots (so no jam) almost certainly hit something else. Yeah, the gun has "better DPS" than a gauss, but the gauss always does 15 damage per hit location. An AC20 does...twenty.

DPS matters in games where the target has a pool of HP that you need to beat before a certain timer or action. In a game with individual hit locations with individual HP pools, and targets that actively move these facings, DPS only matters to the people who can aim it effectively.

#8 ArmandTulsen

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Posted 07 December 2012 - 10:14 PM

View PostWoodpeckr, on 07 December 2012 - 10:00 PM, said:

And yet I'd argue it's still the best weapon in the game. Certainly nothing else matches it in dps/ton or dps/heat. If anything it might need further nerfs


UAC/20 is my avourite after the Gauss rifle. I wonder how they're going to handle that. They better not muck it up.

A 15% jamming chance is more reasonable. That's 1/6. Hell, make it 20%. A gun that jams 25% of the time is useless. And this is from multiple standpoints. It's why I stopped using the damn thing, and I was using two on chain fire on the AS7-D-DC. Much better to have a reliable weapon that will fire when you need it to.

Edited by ArmandTulsen, 07 December 2012 - 10:16 PM.


#9 KuruptU4Fun

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Posted 07 December 2012 - 10:17 PM

View PostVermaxx, on 07 December 2012 - 09:59 PM, said:

Jam chance is 25 percent.

Strangely, this was the best solution. As opposed to making the gun fire on its cooldown like everything else, and REQUIRE A SECOND MOUSE PRESS to activate the double tap. That alone cuts out a ton of the people spamming it.

Second, the jam chance should be much closer to the 2.7 (roughly) in tabletop. Obviously it can't be that low AND have an unjam, so leave it at 10% with a longer unjam, say 5+ seconds. If it is ALREADY that long, make it longer.

No, all of that was too much, so they just left the gun prone to double firing without a macro (which, incidentally, makes firing it completely risk free) and upping the jam chance into "ludicrous."

The change only hurt people who don't have a macro capable mouse, or keyboard, or download the +(@&# free macro emulation software one can get from any number of places. Everyone who has one of these can fire exactly on cooldown, every time, with no jam chance.


it was initially at .1 (10%) and then raised to .25(25%) a couple of days later as PGI felt the jam percentage made it OP.

Using macros in FPS's is just lame dude, get some skill.

Edited by KuruptU4Fun, 07 December 2012 - 10:18 PM.


#10 Socket7

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Posted 07 December 2012 - 10:17 PM

Shoot once, let the cooldown expire, shoot again. The UAC5 will never jam. It only jams on the second shot.

This gives you the option of reliably plugging away at a target or giving them 'both barrels' for more damage, with the possibility of a jam.

#11 SteelPaladin

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Posted 07 December 2012 - 10:30 PM

View PostVermaxx, on 07 December 2012 - 10:05 PM, said:

DPS is not teh most relevant stat in a game where 5 damage versus 60+ armor is...well, five damage versus sixty plus armor.

The shot is not fast enough that every double hits the same place, and by that logic most properly timed follow shots (so no jam) almost certainly hit something else. Yeah, the gun has "better DPS" than a gauss, but the gauss always does 15 damage per hit location. An AC20 does...twenty.

DPS matters in games where the target has a pool of HP that you need to beat before a certain timer or action. In a game with individual hit locations with individual HP pools, and targets that actively move these facings, DPS only matters to the people who can aim it effectively.


Keep in mind that, as of 12/18, the UAC/5 will have a higher projectile velocity than a gauss rifle (1300 m/s vs 1200 m/s).

#12 Aerowind

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Posted 07 December 2012 - 10:47 PM

I chain fire three of them to great effect for anything other than point blank range. If someone's dumb enough to sit relatively still, I let all three go rapid fire. They usually do a crapload of damage before they all jam.

#13 verybad

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Posted 07 December 2012 - 10:50 PM

View PostArmandTulsen, on 07 December 2012 - 09:53 PM, said:

This thing jams way too much to be even USEFUL. What are the odds of it jamming anyway? I'm sure it's reasonable, but it feels like 70%.

IIt's one of the best weapons in the game. Just don't double tap so much.

#14 Like a Sir

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Posted 07 December 2012 - 10:52 PM

I just mash the fire button as fast as I can, when I use my duals on a CPH... It feels like I'm at the casino... Sometimes the enemy mech assplodes in hilarious amount of time, and sometimes I am stuck trying to figure out if I can JJ over him with my 3D, while they are unjamming!!! Good times are had by all (especially me =D)..

Then, when I get the stupid out of my system, I go back to my 9M and play "conservatively"

#15 verybad

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Posted 07 December 2012 - 10:57 PM

With dual UAC5s, if you chain fire you get a LOT less jams, but they're probably not firing max DPS without the group fire.

#16 Felix

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Posted 07 December 2012 - 10:59 PM

... Aren't Rotary Autocannons the ones that are supposed to jam? not Ultras?

#17 Donnie Silveray

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Posted 07 December 2012 - 11:04 PM

View PostSocket7, on 07 December 2012 - 10:17 PM, said:

Shoot once, let the cooldown expire, shoot again. The UAC5 will never jam. It only jams on the second shot.


Are you... sure? Often I go into battle and click once, cannon fires one shot then jams instantly. Often on the first shot of the match. Kind of put me off of it really. I like the Ultra weapons, but I can't stand the jamming XD!

#18 SteelPaladin

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Posted 07 December 2012 - 11:08 PM

View PostFelix, on 07 December 2012 - 10:59 PM, said:

... Aren't Rotary Autocannons the ones that are supposed to jam? not Ultras?


Nope, they both have a jam chance. RACs get a larger chance to jam the more rounds they fire in one turn.

#19 ArmandTulsen

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Posted 07 December 2012 - 11:13 PM

View PostSocket7, on 07 December 2012 - 10:17 PM, said:

Shoot once, let the cooldown expire, shoot again. The UAC5 will never jam. It only jams on the second shot.

This gives you the option of reliably plugging away at a target or giving them 'both barrels' for more damage, with the possibility of a jam.


Brilliant. I played four games already without any jamming. Thank you.

#20 Socket7

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Posted 07 December 2012 - 11:19 PM

View PostDonnie Silveray, on 07 December 2012 - 11:04 PM, said:


Are you... sure? Often I go into battle and click once, cannon fires one shot then jams instantly. Often on the first shot of the match. Kind of put me off of it really. I like the Ultra weapons, but I can't stand the jamming XD!


This was the case before the hotfix the other day, it would jam without firing a shot at all. You might also be clicking too slowly and it's trying to doubletap.





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