What makes people use UAC/20 over AC/20?
Simple. (These times are assumed).
Clan AC/20, 20 damage in 0 seconds, 1 pinpoint location
Clan UAC/20, 20 damage in 1 seconds, 5 'pinpoint' locations.
Clan UAC/20, up to 40 damage in 3 seconds, 10 'pinpoint' locations.
Clan AC/20, 40 damage in 4 seconds, 2 pinpoint locations.
Clan UAC/20, up to 60 damage in 5 seconds, 15 'pinpoint' locations.
Clan UAC/20, up to 80 damage in 7 seconds, 20 'pinpoint' locations.
Clan AC/20, 60 damage in 8 seconds, 3 pinpoint locations.
Clan UAC/20, up to 100 damage in 9 seconds, 25 'pinpoint' locations.
Clan UAC/20, up to 120 damage in 11 seconds, 30 'pinpoint' locations.
Then they both reach 12 seconds and the cycle continues.
Significantly more rapid damage.
Then if the UAC/5 glitch still exists (apparently a 'feature', you can 'triple tap' a UAC within a single cooldown).. Triple tapping a UAC/20 would get you 60 damage before the AC/20 would be able to fire a second time.
It isn't just "slightly higher DPS." It's the firepower of two AC/20s tied together. Yes, it spreads. However it's two AC/20s for less weight than an AC/20. Mediums can easily carry two of them.
I suppose consider when the AC/10 and the AC/2 had the same DPS, people largely preferred the AC/2. Lighter, always ready to fire, same DPS, better range.
The Clan AC/20 will be based off of the Clan LBX-20, which is 9 slots. The UAC/20 will be 8 slots. It can be assumed that per squeeze the UAC/20 will be hotter, but given MWO's heat system it would be divided per shot. With the stated round count of 5, and PGI's chosen heat level of 6 (given by the IS AC/20), I would expect 1.1 heat per 'shot' with 6 heat per 'tap' or 'burst'.
The Clan AC/20, taking a hint from the Clan LBx on Sarna, will follow suit as one heat cooler than the UAC, so 5 heat per shot. Between the two, the Clan AC/20 will be easy to apply ghost heat to. The UAC/20? Given the way it shoots it'd be impossible to apply ghost heat without bugs coming along. So there's another likely reason; the UAC/20 would be incredibly difficult to slap ghost heat on. No ghost heat, more UAC/20 goodness.
I suspect UAC rounds will fly faster given their burst fire nature.
Also the central theme on every balancing statement on every weapon so far is "spreading damage."
Seriously, consider this:
Clan ER lasers are more powerful than IS lasers. Paul's statement? "Longer beam time."
Clan pulse lasers are more powerful than IS pulse. Likely response? Longer beam time.
Clan missiles? "Ripple fire." Basically streaming them. More damage spread.
Clan Streaks? "2 at a time." Streaming them. More damage spread.
Clan UACs? Burst fire. More damage spread.
Clan LB? ...that's a given.
Clan AC? This wasn't supposed to exist so I suspect it's an afterthought. Knowing PGI they might slap on an extra second of waiting for the AC/20.
Clan ER PPC? That'd be 15 damage pinpoint equal to a Gauss Rifle without the charge up. Given the central theme, it isn't hard to guess what happens next. Possibilities include: Charge up? Beam fire? Residual damage? Splash mechanic they mentioned in NGNG podcast 34 through 38 then mentioned failure and silence? Damage transference?
Whatever they do, it needs to fit with the central theme, otherwise the meta will be twin "Clan AC/5" and "ER PPC" in poptart city. And it'll be disgusting if it goes that route.
Edited by Koniving, 07 June 2014 - 12:48 AM.