The UAC5 is currently both better and worse than the AC5 because your fate rests on luck alone. Sometimes, you will get an uninterrupted, 10-second stream of punishment and put over 1000 damage on the board. Other games, you'll keep jamming on the first shot until you die. It certainly has a gimmick, but I would argue that luck is a bad one.
My proposed change is to make Ultra Autocannons excel at burst damage but lag behind in constant damage over standard Autocannons. To accomplish this, Ultra Autocannons would have a progressively larger chance of jamming with each double-shot fired in succession. Example (and these numbers will have to be balanced; this is only a very rough demonstration):
1st Shot: 0%
2nd Shot: 15%
3rd Shot: 30%
4th Shot: 45%
5th Shot: 60%
6th Shot: 75%
7th Shot: 90%
I think the best way to implement it would be similar to the heat system, with each double-tap increasing jam chance by whatever amount (15 or 20%) and jam chance dissipating over time (and when the weapon jams). It could be done several other ways, and I'm not here to argue about the implementation; I'm only here to fight for this as a general direction. If you have a better idea for how it should be done, post away.
If you're against this change, please explain why. I'm truly mystified as to why people think "randomly better or worse" is a good role for a weapon.
Edited by Homeless Bill, 04 February 2013 - 01:39 PM.