this is the text of MWO wiki, however,
i have done some testing, i'll explain the test so you can see if they where done right.
used chassi for test KGC-000 masterd and with a U-AC/5 cooldown module.
it had 1200 rounds on board and 1 uac5
http://mwo.smurfy-ne...e81242e44930dbf
test self; i stared fireing and when the ammo count reatched 1150 i started the timer (for more accuracy) , i used a macro that clicks evry 628ms this means that after a jam the uac5 will resume fire with a delay of only 24 ms so thats realy not inportant in comparison to the 5000 ms jam time. it took 24'17'' to fire all 1150 rounds.
results;
for prolonged firing (tested this with 1 UAC5+ macro and 1150 rounds) the DPS of a UAC5 ~ 3,946 the dps of a AC5 on my masterd crab (with right modules and so on) is 3.989 *(it took in total 24'17'' to fire all rounds by UAC5)
now if i make a graf with the formula ((5*2*(100-x))+(5*X))/(1.2533*(100-X)+6.2533*X)
((5*2*(100-x))+(5*X))/(1.2533*(100-X)+6.2533*X)=3,946
X=20,43865 ~20,44
(x is the jam rate)
so taking in to acount for statistical variation its safe to assume the jam rate is 20%
(some extra info on the numbers 6.2533 is the jam time + cooldown time of the weapon the X is used to be able to calculate the jam rate, using a known DPS rather than the other way around)
if u see any errors in my calculations ore math please point them out
as for my second point
the jam rate is at 20% now this means the dps is a fraction of a bit lower then of a AC5.
for the same chassi uac5 dps was 3.95 wile a ac5 on the same mech (king crab) also with cooldown module 3.99 dps.
on the plus side, you can (if u are lucy ) put a high dps down range at the very start of a fire extange
on the negative side;
the uac5 is 1 ton heavyer and takes up 1 more slot but its DPS is the same ore even a bit lower than a ac5
you cant rely on your fire to supress the enemy when you engage, this is a big problem as its a heavy weapon, so tends to be taken in to batle by heavy or assault class mechs.
this slow mechs cant get to cover when they suddenly jamm so they are caught with there pants down resulting in dead..
so IMHO i think the UAC/5 needs a slight damage boost (so its in the 3.5 dps range (ore maby even to 4) in comparison with the 3.01 DPS of a AC5)
to accomplish this i think a jamm rate reduction to 17 -18 % would be good and this wont be OP
(i have read some post that it was op when it was at 15% but that was before my time, and some ppl say any weapon that kills there mech is OP (even when they dont use this) i think this is surly thru for a UAC5 becous it feels op if u hapend to be on the wrong side of sommone having a lucky streek of no jams with them but as u can see by the math above the reality is quite difrent)
Edited by L3mming2, 11 January 2015 - 06:36 AM.