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Ultra Ac/5 Ultra Fire


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#1 Zense

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Posted 24 December 2012 - 04:15 AM

I have found what i believe to be the best way to shoot the ultra AC/5. first of all to have the best you need at least two. haven't written out the math, but if it takes 3 seconds to unjam and only jams when double fired which it can do every 1.1 what is the least amount of guns to increase the damage per second with double fire over single fire? there is a 40% chance it will jam every double fire. basically i think the second one's chance of jam goes down when coupled with the other if it were 50/50% it would average same damage but that 40% allows for a higher average DPS. the damage amount per round doesn't matter, it's when does the double have an advantage.

Edited by Zense, 24 December 2012 - 04:21 AM.


#2 neviu

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Posted 24 December 2012 - 06:24 AM

no

#3 Gigastrike

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Posted 24 December 2012 - 07:04 AM

The jam chance starts at 25%, but increases as you double fire in a row.

#4 MagicHamsta

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Posted 24 December 2012 - 02:00 PM

Boating multiple UAC5s will mitigate the jam as it be less likely all will jam at once.

Also apparently some people has had it jam after one shot. (Though me hasn't tried this out for myself yet.)

Edited by MagicHamsta, 24 December 2012 - 02:00 PM.


#5 Ashnod

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Posted 24 December 2012 - 02:01 PM

it also jams more often if you hold down the mouse button instead of double tapping to get the ultra fire.

Edited by Ashnod, 24 December 2012 - 02:01 PM.


#6 MagicHamsta

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Posted 24 December 2012 - 02:15 PM

View PostAshnod, on 24 December 2012 - 02:01 PM, said:

it also jams more often if you hold down the mouse button instead of double tapping to get the ultra fire.


Tis probably because holding the mouse button down be considered a large number of consecutive fires by the client.

Holding = telling the client to shoot as fast as possible & UAC double shot be possible right after hence why the gun will jam as you has just attempted 3+ fire within a very short period of time.

#7 Void Angel

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Posted 24 December 2012 - 02:23 PM

I feel like the Ultra AC jams a bit much for my taste, but the real reason I avoid ballistic weapons is that their roundstrike is significantly off target for every torso hardpoint I've mounted them on (and none of my 'mechs have arm ballistics yet.)

#8 Zense

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Posted 24 December 2012 - 11:54 PM

MagicHamsta is understanding me, it's like rolling two dice instead of one.

Edited by Zense, 24 December 2012 - 11:58 PM.


#9 Void Angel

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Posted 25 December 2012 - 02:23 PM

That's because he's magical.

#10 Bagheera

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Posted 26 December 2012 - 07:07 AM

View PostMagicHamsta, on 24 December 2012 - 02:00 PM, said:

Boating multiple UAC5s will mitigate the jam as it be less likely all will jam at once.

Also apparently some people has had it jam after one shot. (Though me hasn't tried this out for myself yet.)


I can confirm that they will jam on a single shot, first of a volley series. I just dropped them from my CTF-3D build (had 2 of them) because I couldn't take it any more. Fire once, both guns jam, wait an eternity (3s) and then do dmg again. Devastating when they worked, but the unreliability is just too much for me. Can't deal. Can not even begin to tell you the number of Atlai that were saved from my flying CTF by jammed cannons. :)

View PostMagicHamsta, on 24 December 2012 - 02:15 PM, said:


Tis probably because holding the mouse button down be considered a large number of consecutive fires by the client.

Holding = telling the client to shoot as fast as possible & UAC double shot be possible right after hence why the gun will jam as you has just attempted 3+ fire within a very short period of time.


Hmm. That is interesting. Sadly, I tend to be a "hold the button down" rather than a "rapid click." That may have been a large part of the problem. I wonder though, if it works as you describe if that is WAI. Indulge me for a moment:

The gun is supposed to roll a jam chance on each fired volley. Your explanation of the way the client interprets the mouse button being held down implies that the jam chance is rolled each time the client is told to fire the weapon rather than each time the weapon actually fires. I'm probably reading too much into it and thankfully no one reads my posts or I'd fear starting an unfounded rumor. But realistically, there should be no change in jam percentage based on mouse input. It should, in theory, just be based on the number of times the weapon actually fires.

Edited by Bagheera, 26 December 2012 - 07:08 AM.


#11 Kmieciu

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Posted 26 December 2012 - 09:08 AM

Even if I use a macro to press the fire key once every 1,2 seconds, the UAC still jam.

#12 Zense

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Posted 27 December 2012 - 05:12 AM

I think one way that seems effective is to hold down the fire button for a short time, let go, wait a bit, then repeat?

Edited by Zense, 27 December 2012 - 11:05 AM.


#13 Grey Ghost

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Posted 27 December 2012 - 01:10 PM

I certainly hope it is just a bug if it's getting jammed on single shots.

#14 Felicitatem Parco

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Posted 27 December 2012 - 01:15 PM

By single shots, I believe they mean the first doubletap, because UAC/5 should not jam when singly fired. If you've been experiencing jams when firing the UAC/5 in single-fire mode, then submit a bug report to Support@mwomercs.com.

#15 MayhemStrider

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Posted 31 December 2012 - 01:54 AM

I run 3 UAC/5s on my Muromets and this is how I use them effectively, Group 1 is set to chain-fire them. Doing this I have never and I mean NEVER had them jam up on me. Gets out a very steady stream of fire and does excellent damage. Group 2 is set to fire them all at once, this is for rough situations and close encounters as well. I don't have them jam often because I have memorized the timing to fire them. UAC/5s are an excellent weapon they just take a little practice and an open mind. Stay classy Mechwarriors

-Strider

#16 slayerkdm

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Posted 31 December 2012 - 10:18 PM

My best success is to couple them with lasers. So I run dual Ultra 5's, but then have three lasers to back up when they jam. You get off two shots of the lasers, then you can fire the Ultra's again. I may try the chain fire, in theory, it should always rotate, so it should never read as a double tap.

#17 Dendrobium

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Posted 31 December 2012 - 10:30 PM

I got rid of them quickly in my Cat 4X. I run 2 regular AC-5s per arm now. With the right and left side isolated. So, I put out a fairly steady rate of damage and, I'm able to fire fairly non stop until I'm out of ammo. Which I carry around 8 tons of. So, doesn't happen often.

#18 slayerkdm

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Posted 31 December 2012 - 11:49 PM

I tried and had them still jam under chain fire. It was less, but I found there biggest advantage lost by chain fire. When you get lucky and dont jam, its too much fun. After my chain fire experiment, I went back to regular all fire and just melted an atlas. I got lucky and had no jams until he was a smoking heap. Adding in the lasers, he just got obliterated, before I was even orange anywhere. That being said, there are times when the darn things jam all the time and it really hurts. With the lasers though, I dont mind it much.

#19 skelley92

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Posted 10 January 2013 - 07:36 AM

View PostMayhemStrider, on 31 December 2012 - 01:54 AM, said:

I run 3 UAC/5s on my Muromets and this is how I use them effectively, Group 1 is set to chain-fire them. Doing this I have never and I mean NEVER had them jam up on me. Gets out a very steady stream of fire and does excellent damage. Group 2 is set to fire them all at once, this is for rough situations and close encounters as well. I don't have them jam often because I have memorized the timing to fire them. UAC/5s are an excellent weapon they just take a little practice and an open mind. Stay classy Mechwarriors

-Strider



That is exactly what I do. They never jam. The only time the jam is when you stop firing and try to re-start during the cool down, you have to wait. I find its best just to "walk" my fire to the next target if it is close by.

#20 Kingdok

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Posted 10 January 2013 - 09:02 AM

View Postslayerkdm, on 31 December 2012 - 11:49 PM, said:

I tried and had them still jam under chain fire. It was less, but I found there biggest advantage lost by chain fire. When you get lucky and dont jam, its too much fun. After my chain fire experiment, I went back to regular all fire and just melted an atlas. I got lucky and had no jams until he was a smoking heap. Adding in the lasers, he just got obliterated, before I was even orange anywhere. That being said, there are times when the darn things jam all the time and it really hurts. With the lasers though, I dont mind it much.


The 3x UAC5 Muromets is one of my favorite mechs at this point in the game. Some call it a cheese build, although I'm not sure what that means, really. Who doesn't like cheese?

Because it relies so heavily on the Ultra 5, it really is a gambler's mech. Sometimes you crater that Atlas before he knows what's happening. Other times you give him ONE solid hit, enough to get his attention, and he kills you in the next 2.9 seconds.

I do not accept the argument that UAC5 is an overpowered, 'cheesy' weapon when mounted in a pair or trio. That guy who just blasted you to bits with Ultras did so at a serious risk to himself.





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