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Ultra Jamming Ac 5


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#1 Naitachal

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Posted 02 December 2012 - 12:34 PM

Anyone notice that the ultra AC 5 jams too frequently, I understand that it's a risk because of the firing speed, but I it seems to be like 40-50 percent jam. Also, it seems to take longer then 3-5 seconds to unjam.

#2 UPnADAM

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Posted 02 December 2012 - 12:46 PM

I use 2 uac 5's on my k2 and despite i double tap the **** out of them and they do jam a fair amout they are still very very usable. More so than the ac5 regular. I think if they lower then rate to 20% from 25% they will be perfect.

#3 Watchit

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Posted 03 December 2012 - 01:49 PM

UAC5's are set at a 25% to jam when you double tap (or hold down the trigger). This was done to balance the fact that they dish out some serious amounts of damage real quick. Also, in the heat of battle 3 seconds seems a lot longer than it really is. Firing them without double tapping prevents it from jamming.

#4 Icebound

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Posted 03 December 2012 - 03:01 PM

It seems to have a lower DPS than the regular AC/5 now =/

#5 Kergis Tsugan

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Posted 06 December 2012 - 01:48 PM

I have found that this weapons system to be ineffective due to the increased jamming rate and what seems to be a new un-jamming mechanic. If the UAC5 jams you can't touch the trigger again or the weapon will stay jammed, therebye making it a necesity to (if you have more than 1 UAC5 mounted) have UAC5's in separate groups. At this point due to the increase in jamming, the UAC5 has become nothing more and an AC5 that jams.

The UAC5 worked much better when the weapon cooldown would hang up, indicating that the weapon WOULD jam if fired again.

#6 Meister Brau

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Posted 08 December 2012 - 03:45 PM

i wish they would dial it down to a 20% chance to jam. i understand why they raised it to 25% from 15%, but i think they went a little too far.

Edited by Meister Brau, 08 December 2012 - 03:45 PM.


#7 kf envy

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Posted 31 January 2013 - 07:00 PM

the last 3 games i played with the U AC5 it would jam every other shot and was a pointless weapon out there. i expect to see a this kind of jaming from the rotary ac2/5 but not an U-ac5. but then this may be how the inner sphere U AC5 were unlike the more reliable clans technology

#8 OneEyed Jack

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Posted 31 January 2013 - 07:25 PM

There's no canon difference in reliability between IS and Clan UAC's.

View PostKergis Tsugan, on 06 December 2012 - 01:48 PM, said:

If the UAC5 jams you can't touch the trigger again or the weapon will stay jammed, therebye making it a necesity to (if you have more than 1 UAC5 mounted) have UAC5's in separate groups. At this point due to the increase in jamming, the UAC5 has become nothing more and an AC5 that jams.



I run 3 and don't have that problem. Nor do I have them on separate groups, aside from one with just arms.

#9 kf envy

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Posted 31 January 2013 - 07:41 PM

before i become overly disappoint with meckwarrior ill just come back when there dont with beta
and spend my money on this game then

Edited by kf envy, 31 January 2013 - 07:41 PM.


#10 armyof1

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Posted 31 January 2013 - 07:57 PM

I've been playing around with the UAC5 as a HBK-4H and have to say I'm really disappointed at how often it jams. Quite often it does it between first and second shot which would make it a really low DPS weapon in a heated brawl. If it's true it always have a 25% chance to jam I feel that's the wrong way to do it. It should be that the chance to jam increases the more double shots you take in a row, like 15% for the first double fire, 20% for the 2nd etc. They might need to lower the fire rate to balance it, but at least it would be a somewhat reliable weapon instead of a huge portion of luck as it is now.

#11 Koniving

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Posted 31 January 2013 - 08:12 PM

Many suggest that you do not use the UAC 5 unless you can have a minimum of two.

As for jam rates, mine very rarely jams. I have mine in a pair, set to chain fire, and I fire them as rapidly as I have accurate shots. I switch to full auto (group fire and hold) when the target gets close and then it has a chance of jamming, however those jams rarely last long enough to have much effect as I always have them backed up with either SRMs or an AC-2/AC-5 to keep the dps going.

#12 armyof1

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Posted 31 January 2013 - 08:33 PM

Yeah I think UAC5 jamming has a lot bigger impact on smaller mechs as they don't have as many backup weapons to rely on. On my HBK-4H it's my only ballstic, which when jams will put me in quite a jam! I'm going to practice firing it with 1.1s delay manually and see if it's doable, otherwise I have to change to something else.

#13 Koniving

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Posted 01 February 2013 - 07:01 AM

Exactly. You ~must~ have backup weapons and often a minimum of two of them to make it worth while. If you plan to use it on a hunchback 4H, you then use it at long range as a rapid fire sniper weapon -- it does have good attack range.

#14 Corison

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Posted 01 February 2013 - 07:28 AM

You do not need Two to make them effective.... What you do need to learn is trigger discipline.

If you don't try to fire while its reload you will NEVER jam. Simple. :D
If you want to fire faster, then you take the risk of jamming... but then that's a choice you make.
Me? I like mixing the guns. I am sure you can figure out your own balance but take say an AC2 and an Ultra5. Set on chain fire and you will never jam and get a solid fire rate.. Of course if you want to cheat you could always macro it. :blink:

#15 SIN Deacon

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Posted 01 February 2013 - 07:41 AM

The automatic jamming feature is broken to begin with. The double shot will automatically fire if the first shot wasn't finished it's cool down before 1.1 seconds, when you push the button it will fire two shots. I've played with ultra's since July and even though they still work if you adhere to a slower then 1.1 second CD (Something like 1.3-1.5), they still jam randomly. By decreasing the rate of fire, the double shot disappears, the cool down tightens up, and you can nail the 1.1 second cool down without jamming by working your way to the cool down. I go through several matches without jamming, dumping nearly 175+ Rounds a match. Regardless of all the numbers, the mechanic in general isn't rolling the dice correctly and needs to be fixed. I was one of the few pilots that ran Ultra's without the unjam macro during closed beta. The mechanic was smoother, the double shot on a single push didn't happen, and the weapon felt like it had some true grunt to it. Even though it would result to people smashing the unjam macro if they decided to hold down the trigger, the time in between unjamming with the macro and the small amount of burst I could achieve the same amount of DPS by just simply adhering to the 1.1 second cool down.

#16 armyof1

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Posted 01 February 2013 - 07:48 AM

Yeah I've been practicing manual firing at the standard rate of 1,1s and I'm starting to like this little cannon. I'm usually a laser guy but it does feel good to do sustaining damage without a longer waiting period for the lasers to cool down. I still feel it would make more sense with a gradually increasing chance of jamming as you fire more double shots in succession, right now I never use it unless I'm 2-3 seconds from being blown up and I just want to get that last bit of damage in there.

Edited by armyof1, 01 February 2013 - 07:52 AM.






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