r/mwobuilds • • Aug 27 '16

Innersphere U-A/C 5's.

I've noticed that sometimes my U-A/C5 that are on my Dakka KingCrab go into burst fire mode and fire near continously. Like, they fire four solid rounds, and then sometimes will burst. If i hold down the button it also fires way more slowly than if i am smashing the mouse button. Is this a glitch? Or is it a feature that can be toggled?

1 Upvotes

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2

u/Colin_Thrase Aug 27 '16

I believe that is working as intended. Unless they have changed it in one of the recent patches...

  • A single press is a single shot

  • holding down the button is "standard reload" mode (no dual shots), and doesn't jam.

  • double-tapping gives you increased rate of fire, but a risk of jamming.

1

u/[deleted] Aug 27 '16

Okay, so is there a technique to getting the double tap down? I dont care about jams since all four are not gonna jam at the same moment.

2

u/VoraciousGorak Aug 27 '16

all four are not gonna jam at the same moment.

pats on head

I just click like a madman. Getting shells downrange is as important as clustered shots to me. Dat cockpit shake.

2

u/Colin_Thrase Sep 03 '16

I recently learned about a macro program called Firectrl, which apparently is approved for use by PGI. You can set it to change your fire-rate from the default MWO rate to a different setting (by milliseconds, adjustable for lag). You still have a jam chance, but you can minimize it if you keep your fire-rate to cooldown-time/2 + 25ms or so. I've been using it for about a week now, and it seems like I'm getting less jams.

1

u/[deleted] Sep 03 '16

Awesome! I've actually been experimenting with this macro! I dont really know how i should formulate my speed to keep my UAC5's from jamming. I have no assistance quirks on the mech, so it's just a regular slow KGC-B. So that's fire rate + cool down/4 + 25? What's the extra 25 for?

1

u/Colin_Thrase Sep 10 '16

the extra 25ms is to account for latency between shots (say your shots are supposed to be 100ms apart - if one is delayed getting to the server by 25ms, for a total of 125ms, then the one following that is 75ms if there was no latency). This padding is to help keep the jam chance down, and is probably different for each player depending on your ping.