Something definitely needs to change for UAC's, but it's not as pertinent an issue as other things. It just needs some revamping before UAC/20's arrive because they will wreck face following this current scheme.
Lets assume for a second that the AC/5 and AC/10 are done and won't be touched again, with fire rate anyways. I would first suggest the UAC/5 having its single fire recycle time pushed to 1.5 to match the AC/5. Then for double fire, retain the current scheme except for a small modification: When a second round is fired during cooldown, change the recycle time from 1.5 to 2.5, starting from the initial shot. Then, adjust the jam rate from 25% to 10% and set the unjam time at 4 seconds, on top of the shots remaining cooldown when it jammed. Single-fire DPS is now 3.33, same as the AC/5, and maximum possible DPS is 4, the same as the AC/10. The chosen jam rate and length was calculated from the transient DPS (as opposed to steady state DPS) to force the UAC5 to match the AC/5 in a quick engagement. So now the weapon will have its floor effectiveness be the AC/5, and its ceiling, the AC/10. Though, due to the nature of high alpha weapons, the UAC/5 will never be better than the AC/10. Which is a good thing, as it weighs 3 tons less and is 2 crits smaller. This is better shown graphically: here is a chart showing average DPS per unit time.
This graph assumes that the UAC/5 is firing with a 0% jam rate, and it puts itself nicely above the median between the AC/5 and AC/10.
This fix would require minimal effort on the dev side and would prove to be less frustrating to the players, as the jam rate would be 60% less than its current iteration. Once clan UAC's come, the other calibers would need to be adjusted with the same formulaic approach here, in addition to increasing the minimum time between the first and second shot. I would suggest 0.1s per damage, so the UAC/2 will have 0.2 seconds between, the UAC/10 will have 1 second between, and the UAC/20 will have 2 seconds between. This will ensure that no HBK-IIC can front load 80 damage before you are able to react to spread the damage.
Edited by EmperorMyrf, 16 June 2013 - 07:04 PM.