FupDup, on 12 January 2015 - 12:33 PM, said:
No one really gives a **** that I posted this information do they? As long as no mech gets an AC/2 specific Cooldown quirk, and instead just get the general Ballistic one (as it seems any mech with a weapon specific quirk will be half aimed at the weapon and half at the weapon's category every time) adding in the AC/2 cooldown module will get us relatively close to the old cooldown without it causing issues that the old fire rate was having.
Quote
Old AC/2 Cooldown - 0.52s (3.85 dps)
Current AC/2 Cooldown - 0.72s (2.78 dps)
Module 5 Cooldown - 0.63s (3.17 dps)
So I'm not sure if the Quirk/Module stacks or is sequential (12% of base, then 12% of that), so assuming either:
Sequential (0.63 * 0.88) - 0.55s (3.63 dps)
Stacking (0.72 * 0.76) - 0.54s (3.70 dps)
Coupled with reducing the shake an AC 2 causes so that 3 AC/2 equal out to about an AC/5 or just slightly more than it will bring the AC/2 back into use as a long range fast firing ballistic suppressor.
In fact, let's change this as the quirk value I used wasn't exactly...normal.
I see values in increments of 2.5% being used, so let's try out both 10% and 12.5%, with the addition of the 12% module again. Again I don't know whether these stacks or are factored separately from the Cooldown module so I'll do it both ways.
Current AC/2 Cooldown - 0.72s (2.78 dps)
10%
Sequential (0.63s * 0.9) - 0.56s (3.57 dps)
Stacking (0.72s * 0.78) - 0.56s (3.57 dps)
12.5%
Sequential (0.63s * 0.875) - 0.55s (3.63 dps)
Stacking (0.72s * 0.755) - 0.54s (3.70 dps)
As the numbers show a 10-12.5% quirk for ballistic (of AC/2 without ballistic general quirk) allow the AC2 to return near its original firing rate without causing the problem the old AC2 cooldown would have had with the module. So yes, GIVE US THE AC/2 MODULE!
Edited by MauttyKoray, 12 January 2015 - 01:25 PM.




























