Okay only half is a rant the rest is wanting some advice... As you may know I am new to the game and have been playing about a month or so. I like to think that in that short time I have come a long way and learned a thing or 2 but there is still a bunch of stuff that flummoxes me the biggest is this. If this is the UAC5 AFTER the jamming buff...what the heck were they like before?! I have no idea how many times I have either been killed by or failed to get the kill on an enemy because one or more likely both of my guns have jammed. In some cases I was lucky to get off 3 rounds before a gun jammed and in others it would be the first. Once in a great great while I can go several seconds without a double jam but that isnt the norm. Is there a secret to timing these so they do not jam? Does my heat affect their jamming because it sure felt like it did on Terra Therma when getting more than 3 shots off in a row felt unlikely. At one point I was so frustrated I stripped both my UACs off and replaced them with AC/5s figuring hell they may fire twice as fast but they jam all the time so the true difference in DPS cant be THAT huge plus I don't have to worry about an inopportune jam getting me killed. I understand the balancing issues of a gun that does that much damage firing that quickly but to be honest I think I would prefer doubling their heat and reducing their jam chance by 75% than what I am currently using or better yet reducing the jam time by 50% but keeping jam chance the same. So back to my question; is there something I can do to reduce the risk of a jam? okay... RANT TIME!! RAWR!!! In my 20+ years of playing MMOs and online shooters I have NEVER come across a game where so few wanted to actually fight. There are some matches where it would make more sense having 12 unarmed jenners on a side seeing who could get to cap first. Here is the typical scenario...our team leaves in lemming formation east our enemy in the same formation west....(understandable as a lone mech would get obliterated by THEIR lemming train) never the two shall meet, game over 2 minutes tops 8 people with 0 damage and no one with more than 25cents worth of xp and cbills. The cap goes down so fast when there are many on it that even a light doesn't stand a chance of stopping the cap. Brought it up in a match last night and one of the cappers sneared and said you should have defended your base then. My response was simple. If we all defend and YOU all defend what do we do stare at the clock for 15 minutes? In that match there were 4 mechs with any damage out of 24 and they were lights who shot each other in passing. I have resigned myself to refusing to cap just on principle unless our team has 1 or 2 mechs left against their entire team. Honestly this has got to be the only off putting thing I have seen with MWO. TAN OUTTA TAN in every other way except this one. The devs need to do something another unnamed FTP game similar to this did....that game had rotating firing bits over non rotating bits with tracks... nuff said.... Limit the amount of cappers to 3. Once you get 3 in a cap circle thats it the rest do not speed up the cap. If I had my way I would cap it at 2 people. Maybe give base capping a cooldown...cant cap before X time has elapsed. Something has to be done though because it completely sucks all the enjoyment out of the game and it wastes all of our time when both teams refuse to engage the other and instead just cap. Its pretty much the same on resource maps...everyone runs around in circles capping and recapping their points and if anyone goes to Theta on (insert map here) they are going to be massacred. Rant complete...now to go massacre someone at Theta! RAWR!
I do agree, but teamwork is OP. as for the UAC5's, run them in a macro, or just keep that one cannon on chainfire. it will reduce the jam rate a LOT!
Hmmm what might this macro be you speak of I know how to set up Macros but how does that help with the jamming problem is there some timing issue with the guns at the moment causing excessive jams? If thats the case I assume I should add some sort of delay. Since I have 2 UACs should they each be on a different mouse button to help prevent that? Tell me oh guru young padawan awaits your reply
sigh, tried every time I could but just wont stop perma jamming. Even went to 1200 ms no dice. It did help quite a bit with my quad UAC but nothing seems to help my twin UACs
did you read the guide? and the guide on the download page about MWO weapons? I have my groups set on my dual UAC5 firebrand as such. 1 is fire UAC5's together 4 is fire UAC5's in chainfire. what I have noticed is that if you chain fire these 2 together, one cannon will fire, then the second will fire twice. once it jams, it will fire out the first cannon until the first cannon jams. By the time the first cannon should jam, the second cannon should be unjammed, and be ready to fire.
The reason 3x UAC5 Macros work is because by the time the 3rd UAC5 is done firing the first one has gone through its cool down cycle thus severely limiting, if not removing outright, the chance to jam. If you are firing 2x UAC5 on a macro then you are essentially firing going through them faster than they can cool down. I have also heard of rare incidents where it didn't matter WHAT people put for a MS delay, their weapons would still jam (this was on a Chainsaw build) and I am not sure what would be causing that. I haven't been able to isolate it, nor fix it, for them.
Appreciate it Michael. I wasn't concerned with making them fire faster I was actually attempting to slow them down slightly to prevent them firing prior to their normal cooldown in hopes of preventing a jam. I have since taken the UACs off the build due to frustration. Even using chainfire in game the weapons would jam and double jam about every 3 - 5 seconds. Often they would jam on the very first shot something I did not think was possible. At the moment I see no advantage to using 2x UACs over 2x AC5s due to the reliability issues I am having with them.
Same here. I find the behaviors of people to be utterly perplexing in this game. And here I was hoping the average player would be less stupid than the BF3 community, for instance.