Cimarb, on 31 January 2014 - 09:22 AM, said:
Here goes, and let me know your thoughts on it:
Autocannons as a whole need to be realigned. Currently, we have four versions of the AC20, since every one of them does roughly 20 damage in the same time period. Here are the stats:
AC2
Damage: 2
Cooldown: 0.52
DPS: 3.85
Damage per 5 seconds: 19.23
AC5
Damage: 5
Cooldown: 1.50
DPS: 3.33
Damage per 5 seconds: 16.65
UAC5
Damage: 5
Cooldown: 1.50 (if only fired at normal rate)
DPS: 3.33 (varies)
Damage per 5 seconds: 16.65 (varies)
AC10
Damage: 10
Cooldown: 2.50
DPS: 4.00
Damage per 5 seconds: 20.00
AC20
Damage: 20
Cooldown: 4.00
DPS: 5.00
Damage per 5 seconds: 25.00
So, in a "normalized" turn of five seconds (since all weapons in MWO can fire at least once in that time), the range of damage between all autocannons is 16.65-25.00. According to the definition of an autocannon in Sarna:
"Autocannons range in caliber from 30mm up to 203mm and are loosely grouped according to their damage versus armor. The exact same caliber of shell fired in a 100 shot burst to do 20 damage will have a shorter effective range than when fired in a 10 shot burst to do 2 damage due to recoil and other factors. Autocannon are grouped into the following loose damage classes: (ac2-ac20)... Caliber is fluff for the size of the barrel that the shell or shells are fired from and no standard caliber has been set for any of the classes of Autocannon. Autocannon in a class vary by manufacturer and model. With the fluffed number of shells and caliber being specified, no Autocannon has been specified to be one shell fired for each 'round' or burst of fire. Probable exceptions are (185mm Demolisher cannon and 203mm Cauldron Born cannon, which is actually a clan mech, btw)"
According to this definition, every autocannon currently in the game would be considered an AC20, as their DPS are all closer to 20 than any other classification.
Side note: Oddly, the AC5/UAC5 are the most common autocannons, yet they are also the lowest DPS of all of them... This means they happen to fit in the sweet spot of weight/space versus firepower that people like most. Anyways...
What should happen is all autocannon need to be normalized to each other. That means, in 5 seconds of time, an AC2 should do roughly 2 damage, an AC5 should do 5 damage, an AC10 should do 20 and an AC20 should do 20. While this would dramatically nerf the lower class ACs in damage potential compared to currently, this can be offset by making the optimum/max ranges actually matter again! An AC2 may not do nearly as much damage, but they are the longest range weapons of the bunch. As the class gets higher, the range gets significantly lower, so on the other end you have the devastating damage of the AC20, but it can only be used at very short ranges, similar to how SRMs are used.
Here would be my proposed adjustments:
AC2 - damage 0.2 - cooldown 0.52 - DP5S 2.0 - range 720 - max range 1440
AC5 - damage 1.5 - cooldown 1.50 - DP5S 5.0 - range 620 - max range 1240
AC10 - damage 5.0 - cooldown 2.50 - DP5S 10.0 - range 450 - max range 900
AC20 - damage 16 - cooldown 4.00 - DP5S 20.0 - range 270 - max range 540
These would be the "standard" versions. Once CW gets implemented, you could then adjust the "damage" and "cooldown" numbers all over the place to represent different manufacturers, as long as the "DP5S" value stays within a small range of that classification. Here are some examples for possible AC20 variants:
185mm ChemJet AC/20 - damage 20 - cooldown 5.00 - DP5S 20.0
Pontiac 100 AC/20 - damage 0.2 - cooldown 0.50 - DP5S 20.0
Imperator Zeta-A - damage 5 - cooldown 1.25 - DP5S 20.0
On top of this, to give some real variety, you could also have burst-fire versions, such as:
Kali Yama Big Bore AC/20 - damage 5.0/tick - 1.0 second burst with 4 ticks - cooldown 4.0 - DP5S 20.0
Armstrong Requiem AC/20 - damage 1.0/tick - 4.0 second burst with 20 ticks - cooldown 1.0 - DP5S 20.0
You now have balanced autocannons (both compared to other weapons and also compared to each other), enough variety for every person imaginable, and a reason to own certain manufactory plants, as you could limit ammo supplies/cost for certain weapons based upon the current ownership and faction difference.
Now, for all Ultra versions (including future releases), you can then have a toggle to double the rate of fire, but with an increasing chance to jam based upon how long you hold the trigger. The chance starts at 5%, then increases every second by another 5%, until it jams. Once the weapon jams, it is unusable for 5-10 seconds, but then the jam rate resets to 5%.
EDIT: just for clarification, when I mention a "tick" in terms of an autocannon, I'm not saying to make them hitscan like a laser. Each AC tick would be a separate projectile, but the ammo amounts would have to be adjusted to compensate for the rate of fire of that specific caliber. In the case of the burst-fire versions above, each pull of the trigger would let off the burst as described. For instance, a ChemJet AC/20 would have the current 7 rounds per ton, since it only fires one round per cooldown, while the Armstrong AC/20 would fire a burst of twenty projectiles per trigger pull and have 140 rounds per ton (7x20) and an Imperator AC/20 would have 80 rounds per ton (4x20). This is where supply and demand could be used to balance different manufacturers, such as the huge ChemJet rounds being extremely expensive to reload, countering the FLD advantage they provide.
How Cow, someone who's ideas are well communicated and make sense.
I would suggest that the numbers probably need tweaking... the AC2 would be a fair dog for it's tonnage and ammo per ton with these numbers in the game. At least least I'd like to see it's ammo per ton go up a little and it's range go up a good amount. Make a real long range harassment tool it it's going to get damage nerfed that hard. OR it's heat should go down a lot per shot, so it's low of consistent damage added.
I'd also add that the AC20 could have an even shorter max range in my opinion... 400 to 450 ish. I know that's not cannon, but those things are mean.
I LOVE, and I can not state how much I love, the idea of adding manufacturers to the weapons lists and varying weapons like you suggest.
When the first announced weapons modules, I suggested that instead of having module slots, our equipment get module slots, which can take so many upgrades of certain types. So you can leave them vanilla, or tweak them by adding aftermarket parts from companies. The weapon then goes from an AC20 to a Kali Yama Big Bore after a certain set of mods are added. Make the modules much cheaper, but permanent on weapons once added.