

Uac/5... Seriously?
#1
Posted 07 December 2012 - 09:53 PM
#2
Posted 07 December 2012 - 09:54 PM
Edited by Quazil, 07 December 2012 - 09:54 PM.
#3
Posted 07 December 2012 - 09:56 PM
#4
Posted 07 December 2012 - 09:56 PM
#5
Posted 07 December 2012 - 09:59 PM
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
Posted 07 December 2012 - 10:00 PM
#7
Posted 07 December 2012 - 10:05 PM
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
Posted 07 December 2012 - 10:14 PM
Woodpeckr, on 07 December 2012 - 10:00 PM, said:
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
Posted 07 December 2012 - 10:17 PM
Vermaxx, on 07 December 2012 - 09:59 PM, said:
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
Posted 07 December 2012 - 10:17 PM
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
Posted 07 December 2012 - 10:30 PM
Vermaxx, on 07 December 2012 - 10:05 PM, said:
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
Posted 07 December 2012 - 10:47 PM
#14
Posted 07 December 2012 - 10:52 PM
Then, when I get the stupid out of my system, I go back to my 9M and play "conservatively"
#15
Posted 07 December 2012 - 10:57 PM
#16
Posted 07 December 2012 - 10:59 PM
#17
Posted 07 December 2012 - 11:04 PM
Socket7, on 07 December 2012 - 10:17 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!
#19
Posted 07 December 2012 - 11:13 PM
Socket7, on 07 December 2012 - 10:17 PM, said:
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
Posted 07 December 2012 - 11:19 PM
Donnie 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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