Cimarb, on 31 January 2014 - 09:04 AM, said:
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.
Edit: Now, for all Ultra versions (I got off topic), 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%.
I see your hold up, in the fact that the AC 2 has a higher recycle rate so its capable of putting more rounds down range and outputting the same amount of damage as an AC20 during its 4 second recycle.
There is no other way to say it, but that's ballistics. The AC2 is a lighter round, with a shorter distance to travel inside the firing mechanism, with minimal recoil so its capable of a fast recycle.
The AC20 is a very large round, with a longer distance to travel in the firing mechanism with a much larger recoil.
Think of a revolver.
a .22 caliber revolver can fire more rounds faster than say a .454 casull because the rounds themselves are smaller, roughly 5.7mm in diameter, they can fit more of them(10 rounds) into the cylinder, there is less distance between the primer of 1 .22 round to the next.
The .454 on the other hand is very large round, roughly 11.5mm in diameter, which obviously can fit less (6 rounds) with more distance between primers.
Same goes for these auto cannons. The smaller the round the faster the rate of fire but the less damage it does per round.
Put it in perspective a bit more...
A 30mm AC2 round... would probably weigh approx 725g... (1.5lbs)
A 203mm AC20 round... would probably weight approx
99.79kg... (220lbs)
Size is key.
Edited by BaconTWOfourACTUAL, 31 January 2014 - 11:22 AM.