For a Clan UAC/20 to deal 20 extra points of double-tap damage, it has to risk a single jamming instance. A single jam will prevent roughly one instance of normal-mode firing.
For a Clan UAC/2 to deal 20 PTS of double-tap damage, it has to risk 10 jamming instances. A single jam will prevent roughly 8 instances of normal-mode firing.
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So, for a UAC/2 to be as effective of an "Ultra" Autocannon as a UAC/20, it faces 10x the jamming risk, and each jam is 8x more punishing. Combine those two factors, and you can see why double-tapping the UAC/2 is highly discouraged by the current game design. CUAC/2 should not be double-tapped.
Can we fix this to make the weapon more suitable for its intended role as an Ultra-class weapon? I not seeking parity wth UAC/20, just something better than what we have now.
P.S. Edit.
Bobzilla, on 31 December 2015 - 11:08 AM, said:
I used the UAC/20 vs UAC/2 as an example of how the absence of jam scaling places weapons out of sync with the intended game balance.
Yes, you can compare doubletap to non-double tap, but then you lose a point of interest. The impulse weapons (UAC/20 for example) CAN have allowable reduced DPS when jamming over time, and it mightt be okay as long as a single double tap happens more than. 50% of the time. Impulse weapons are not meant for sustained DPS. However, DPS weapons suchbas the UAC/2 experience an inflated jamming risk due to the need for repeated firing instances, and the fact that a single jam ameliorates many firing chances.
It's that last fact that I wanted to bring to light. The synergistic combination of more jams and more shots blocked by a single jam.
Edited by Prosperity Park, 31 December 2015 - 11:22 AM.