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Uac/5... Seriously?


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#21 Codejack

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Posted 08 December 2012 - 06:08 AM

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

Obviously it can't be that low AND have an unjam...

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)


I disagree; having to stop, change weapon groups, then hit the macro, was distracting if nothing else, took much longer if you were loading 2 or more, and actually made the weapon dangerous.

I think they should have just made "unjam" one button for anyone to press.

#22 CDLord HHGD

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Posted 08 December 2012 - 06:26 AM

View PostAlfred VonGunn, on 07 December 2012 - 09:56 PM, said:

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

Not really. I can't count how many times the thing has jammed on my after the first shot. It's like an AC5 with a 5s cooldown half the time. The other half the time, I can mash the trigger and spew out death.

Be nice to have a mechanic of jamming based off previous shots and heat (as heat in a gun can cause jamming issues, the rest is crappy ammo).

#23 evilC

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Posted 08 December 2012 - 06:46 AM

View Postcdlord, on 08 December 2012 - 06:26 AM, said:

Not really. I can't count how many times the thing has jammed on my after the first shot.

You are incorrect.
I thought that, but you are probably holding the fire button. It can jam *before* the second shot which you may interpret as firing one then jamming.
I wrote a macro to click at exactly the right speed for single shot, and it never jammed. I did post it on here, but the thread was deleted - so I guess the UAC is fully working as intended now, though personally I would like to see a way of enabling or disabling double shot without having to time your clicks.
The macro no longer works anyway, they have put macro detection into the game - use a macro for a few shots and it disables the UAC for the rest of the match.

#24 CDLord HHGD

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Posted 08 December 2012 - 07:11 AM

View PostevilC, on 08 December 2012 - 06:46 AM, said:

You are incorrect.
I thought that, but you are probably holding the fire button. It can jam *before* the second shot which you may interpret as firing one then jamming.
I wrote a macro to click at exactly the right speed for single shot, and it never jammed. I did post it on here, but the thread was deleted - so I guess the UAC is fully working as intended now, though personally I would like to see a way of enabling or disabling double shot without having to time your clicks.
The macro no longer works anyway, they have put macro detection into the game - use a macro for a few shots and it disables the UAC for the rest of the match.

Well, true, I was intending to use the feature of the UAC5 and double shot. But doesn't change the fact that half the time, when I mash that button, the thing jams after the first shot. Then again, I've had times where I was able to get 10+ rapid fire shots out before it jammed. Still wish it was more of an increasing chance though. 5%, 10%, 15%, 20%, 25%, 30%, etc... (yes above 25% the longer you fired it) with a 2-5% incease based on heat of the mech at the time of the random.

#25 Jason1138

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Posted 08 December 2012 - 08:18 AM

i think its fine the way it is now. players with any sense can use it to good effect, players with no sense find it worthless

#26 SirLANsalot

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Posted 08 December 2012 - 08:30 AM

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

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



In MW4 it was that way.


View PostSteelPaladin, on 07 December 2012 - 11:08 PM, said:


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


RAC's will, most likely, have an increasing 1%-1.5% jam chance the longer you shoot it. That best emulates what it dose in the TT. Mind you, this isn't the TT and as such should be treated that way. Use the TT rules as a base guideline, but PGI needs to not be afraid to change a weapon to act differently if need be.

View PostevilC, on 08 December 2012 - 06:46 AM, said:

You are incorrect.
I thought that, but you are probably holding the fire button. It can jam *before* the second shot which you may interpret as firing one then jamming.
I wrote a macro to click at exactly the right speed for single shot, and it never jammed. I did post it on here, but the thread was deleted - so I guess the UAC is fully working as intended now, though personally I would like to see a way of enabling or disabling double shot without having to time your clicks.
The macro no longer works anyway, they have put macro detection into the game - use a macro for a few shots and it disables the UAC for the rest of the match.



Wrong. The problem people have been having with the UAC jamming is you click ONCE and it jams, just a SINGLE click, no double, nothing just ONE shot and it will jam. That is the issue people are having right now, there not holding down the button, there just firing it once, like with any other gun and it jams.

#27 MrPenguin

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Posted 08 December 2012 - 08:31 AM

View PostAerowind, on 07 December 2012 - 10:47 PM, said:

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.

Its stuff like this which makes me love my Muromets <3

#28 Guppy

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Posted 08 December 2012 - 08:48 AM

I think it's darn good where it is now. I run it in three of my cataphracts and don't have any desire to switch it out. I don't run a macro and it only jams when I choose to spam it too fast. It's a strong weapon that is going to get better with the projectile boost. Lowering the probability of the Jam would make it OP in my opinion.

scott.

#29 CDLord HHGD

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Posted 08 December 2012 - 08:49 AM

View PostJason1138, on 08 December 2012 - 08:18 AM, said:

i think its fine the way it is now. players with any sense can use it to good effect, players with no sense find it worthless

Oh it's not worthless. I loved the UAC5 in my hunch. Very effective.

#30 Gramrock

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Posted 08 December 2012 - 09:02 AM

They should the inner cd by 0.4 and reduce the jam chance to 10% again.

#31 evilC

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Posted 09 December 2012 - 04:34 AM

View PostSirLANsalot, on 08 December 2012 - 08:30 AM, said:

Wrong. The problem people have been having with the UAC jamming is you click ONCE and it jams, just a SINGLE click, no double, nothing just ONE shot and it will jam. That is the issue people are having right now, there not holding down the button, there just firing it once, like with any other gun and it jams.

Are you 100% sure that was a quick click? As I said, I made a macro the clicked at the single shot rate, and it never, ever jammed.
If you click once and hold it too long, it will try to double shot and jam *before* the 2nd shot comes out. You may perceive that as jamming on the 1st shot, but it is not.
[Disclaimer] This was before the 4th Dec patch, but in that patch they did not seem to change anything regarding jamming - the macro still worked, but after ~20 shots the anti-macro code would kick in and disable the UACs.
I *could* prove my point by circumventing the anti-macro code by introducing a random delay, but seeing as PGI have made their stance clear on this macro, I would rather not :)

#32 Chameleon Silk

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Posted 09 December 2012 - 04:52 AM

View PostLike a Sir, on 07 December 2012 - 10:52 PM, said:

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"


change your name to Like a Boss.

#33 Rex Budman

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Posted 09 December 2012 - 04:54 AM

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%.


Chance to Jam, 1/4...

It's a ****** useless weapon. These fools who single fire the damn thing arn't making the most of the weapon, because if they were, they'd be jamming it.

I've been using UAC5 since closed beta. When they introduced Jamming, I introduced rythmic fire. I was that good that people thought I was on a macro or some crap like that.

These days, getting into a rythmic fire is pointless, because the weapon is so drastically unreliable. Yes, you can single fire it, then fire it again, but there is a chance it will fire twice on the single click and thus jam it.

The weapons design is to fire a double shot. They kept up with the lore, and made it jam, but they made it jam so much that it sucks now. Couple that with the input lag, the lag shields, the netcode and overall impossibility of aiming (variable lag times = here today gone tomorrow), the weapon has no place on the battle field.

Now, let's say you decide to yield to the RnG, then your entire brawl is based on the RnG giving you favour.

If I wanted to gamble, I'd gamble. There are Horse races 24/7 and online casinos.

#34 KKRonkka

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Posted 09 December 2012 - 05:15 AM

Uac/5 is fine as it is now. High chance of jamming is a reasonable drawback concerning the potential damage it can inflict in a short period of time - which is multiplied by mounting more than one uac/5. Most enemies are destroyed within 5-10 seconds in my cataphract-4x's 2xuac5+ac5 -build.

If you dont like jamming, don't use uac/5, as simple as that. If you can control your fire or don't mind jamming (I always have a back up weapon for these situations) you'll love this. In good hands it is really effective.

There wouldn't be any other ac's than uac's on the field if they reduce rate of jamming, making it more op. This don't need buffs (nor nerfs). They could fix the projectile bug, though. It looks funny when uac round circles enemy few times before it hits it.

Edited by KKRonkka, 09 December 2012 - 05:21 AM.


#35 Rex Budman

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Posted 09 December 2012 - 05:21 AM

View PostKKRonkka, on 09 December 2012 - 05:15 AM, said:

Uac/5 is fine as it is now. High chance of jamming is a reasonable drawback concerning the potential damage it can inflict in a short period of time - which is multiplied by mounting more than one uac/5. Most enemies are destroyed within 5-10 seconds in my cataphract-4x's 2xuac5+ac5 -build.

If you dont like jamming, don't use uac/5, as simple as that. If you can control your fire or don't mind jamming (I alwaus have a back up weapon for these situations) you'll love this. In good hands it is really effective.

There wouldn't be any other ac's than uac's on the field if they reduce rate of jamming, making it more op. This don't need buffs (nor nerfs). They could fix the projectile bug, though. It looks funny when uac round circles enemy few times before it hits it.


The ratio is way off. Potential Jamming is limiting the potential damage more-so than it should. The gun is pot luck.

And yes, many people can control their fire, but the weapon is broken, it's poorly implimented. If you had read the posts concerning this, you'd understand.

You think the weapon is fine the way it is? Way off - it's garbage. I just have such an affinity towards it, I can't let go. I'm a user of it since closed beta, back when it was slower, and the chance to jam was lower. It output more damage with control firing than they could ever do now.w

#36 bLaCkMaMbA

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Posted 09 December 2012 - 05:48 AM

You just said "yes... people can control their fire"... which is exactly what they intended. Most of the time it's suppose to be a tad quicker AC5 with the ability to "gamble" which is exactly what it is right now. Sometimes your gamble will pay off and sometimes you'll jam. If it jammed any less it would be insanely OP'ed.... with 2 you could pump out 18 DPS in a few seconds with too little of a risk. You're lucky they even allow it to unjam as if they really followed TT, once it jammed it can't be unjammed.

The high jam also makes the normal AC5/AC10/AC20 alot more viable options for those who don't want to deal with the jamming. Before no one really used the normal AC5/AC10 because why would you ever choose them when you could run multiple UAC5's, deal more damage, have more range, etc etc.

You pretty much could do the damage of an AC20 with barely any heat penalty at the range of ~600 meters machine gun style... insanely OP if the jam rate went down by alot.

Edited by bLaCkMaMbA, 09 December 2012 - 05:58 AM.


#37 Rusty Dildeaux

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Posted 09 December 2012 - 06:01 AM

View PostRex Budman, on 09 December 2012 - 04:54 AM, said:


Chance to Jam, 1/4...

It's a ****** useless weapon. These fools who single fire the damn thing arn't making the most of the weapon, because if they were, they'd be jamming it.

I've been using UAC5 since closed beta. When they introduced Jamming, I introduced rythmic fire. I was that good that people thought I was on a macro or some crap like that.

These days, getting into a rythmic fire is pointless, because the weapon is so drastically unreliable. Yes, you can single fire it, then fire it again, but there is a chance it will fire twice on the single click and thus jam it.

The weapons design is to fire a double shot. They kept up with the lore, and made it jam, but they made it jam so much that it sucks now. Couple that with the input lag, the lag shields, the netcode and overall impossibility of aiming (variable lag times = here today gone tomorrow), the weapon has no place on the battle field.

Now, let's say you decide to yield to the RnG, then your entire brawl is based on the RnG giving you favour.

If I wanted to gamble, I'd gamble. There are Horse races 24/7 and online casinos.


lol

Simply because you're not capable of using it correctly does not mean it's impossible. It's very easy, in fact, given that the cooldown is only slightly over a second and easy to keep track of. The weapon is fine, I usually have no problems breaking 450+ damage in my Ilya, it's your timing and situational awareness that are lacking. 'making the most of the weapon' means knowing when to chain-fire and when to double-shot volley, and how to correctly fire those modes without jamming, none of which are difficult. If you're chain-firing on a triple-UAC5 Ilya for a long period of time, you have to stop firing for a second as the weapons will get out of sync and start double firing. Attempting to chain-fire only two of them will always lead to double-taps.

You're holding the button down too long if you are getting two shots before the cooldown expires. There is no chance it will fire a second time unless you're not timing it correctly.

Edited by Rusty Dildeaux, 09 December 2012 - 06:04 AM.


#38 Joseph Mallan

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Posted 09 December 2012 - 06:03 AM

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%.

Never fired the squad automatic weapon I see.

#39 KKRonkka

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Posted 09 December 2012 - 06:03 AM

Quote

If you had read the posts concerning this, you'd understand.

I read the whole thread and I have used uac/5 since I joined closed beta so I believe I have the same right to my opinion as you have to your own. Personally I manage to inflict 300-800 damage (like told, 2xuac5+ac5) per round with this "broken gun" you speak of.

The whole thing is briefly this: you can have potentially higher rate of fire at the cost of high risk of jamming OR you can have a steady rate of fire from normal ac5. It's not rocket science, really.

Quote

I'm a user of it since closed beta, back when it was slower, and the chance to jam was lower. It output more damage with control firing than they could ever do now.w

I remember time when it didn't even jam, an it was the only AC people used because of the dps. Now we see people using the whole variety of ac's, which is good. Pros and cons, pros and cons.

Edited by KKRonkka, 09 December 2012 - 03:14 PM.


#40 evilC

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Posted 10 December 2012 - 08:59 AM

View PostRex Budman, on 09 December 2012 - 05:21 AM, said:

The ratio is way off. Potential Jamming is limiting the potential damage more-so than it should. The gun is pot luck.

If the gun was usable "to it's full potential" (ie no chance of a jam), it would be hideously OP.
Bear in mind that even in single shot mode a UAC5 is better than an AC5 - it fires faster and over a longer distance.

If the UAC5 needs anything, it is a button to switch between single and double shot mode, so the user has to consciously choose to enter double shot mode, instead of activating it accidentally.





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