Gaan Cathal, on 16 June 2013 - 07:23 PM, said:
Fixing the UAC/5 in a way that works for the entire UAC line is actually fairly trivial, conceptually at least.
a: Set all UAC/5 values equal to AC/5 values - i.e. 5 damage, 1.5s cooldown, etc (with the possible exception of range)
b: Allow the UAC/5 to, after an arbitrary delay (say .375s for the sake of argument) to fire a second shot while in cooldown, triggering a chance to jam (jamming will prevent the second shot firing).
c: Leave unjamming mechanic as is, but ensure that jam chances are independent when groupfired.
a: Set all UAC/5 values equal to AC/5 values - i.e. 5 damage, 1.5s cooldown, etc (with the possible exception of range)
b: Allow the UAC/5 to, after an arbitrary delay (say .375s for the sake of argument) to fire a second shot while in cooldown, triggering a chance to jam (jamming will prevent the second shot firing).
c: Leave unjamming mechanic as is, but ensure that jam chances are independent when groupfired.
I forget who it was, but someone did a fair amount of testing to see if your average DPS while purely double firing was higher than purely single firing, and it was substantially. Keeping this UAC scheme but only bumping down its rate of fire slightly will retain the main issue with this gun, that spending the one ton to upgrade from an AC/5 to a UAC/5 gives you far more than a tons worth of extra firepower. This will be exacerbated further with larger calibers in the future, assuming they follow accordingly.