RAC Rationale:
Spoiler
http://www.sarna.net/wiki/Rotary_AC/5
http://www.sarna.net/wiki/Rotary_AC/2
RAC has 6x the firing rate as a normal AC, while it has 3x the firing rate than a UAC. The problem is that it's obvious that 6x DPS of the standard AC is totally nuts for it's tonnage and slots. That's like 16.66666666666667 for a 3-slot 8-ton weapon, 4-slots for clan.
So my idea is that, it would have crazy rate of fire sure, but instead of dealing 2 damage each shot, it deals a total of 2 damage at a flurry of shots, while it's DPS is not a direct multiplication of the AC2, but it's DPS should reflect upon it's tonnage counterpart, with a bit of a bonus.
Needless to say while it says "RAC2", it's direct counterpart would have been "AC5" to account for it's tonnage, plus extra DPS to make it worth while. So the rationale is that it has 3x more DPS than the net of the UAC5, to account for it's extra face-time. Their damage rating is not per-shot damage, instead anchored on their DPS.
The Current Effective DPS of the UAC5 is 3.184586369338905, and the current DPS of AC5 is 3.01, so i would say that the sweet spot would have been at of effective chance: 3.533759108016715 that already took the jam chance into account, which the additional DPS is 3x.
Another main change is that as opposed of it relying on "recycle time", it uses "Rate of fire", that is because it's a larger "Machine Gun" than an auto-cannon instead, and would not use the "Ballistic Cooldown" Quirk, and would either have it's own CD/Spread quirk, or share with Machine Gun CD/Spread quirk.
So to get the ROF with supposed jam chance, we simply change the equation with respect to targeted EDPS. Now for the sake of clarity, the burst threshold is amount of shots with 0% chance to jam, this is so that an amount of damage, in this case 6, is ensured before any jamming occurs. Think of it as Flamer gauge, that it won't incur heat-penalty until it's filled -- it's like that except it's jam-chance kicking in. The Jam Cooldown shows the duration which the burst threshold is regained, where one must cease firing for 1.66s for the next 6 shots to not have any jam chance once more, or 0.267s/ 1 shot if it's a continually refilling gauge.
18.5 DMG (1 damage x [6 (jam free shot) + 12.5 (jam-chance shot)]) / 5.23521820093247 Net Seconds = 3.533759108016715 DPS
5.235218200932471 - 3 (Jam Duration) = 2.235218200932471 (18.5 shots within a duration, w/o jam duration) = 0.1208226054558092s Rate of fire.
Rounding that off, the new ROF is 0.12s, and EDPS is recalculated. 18.5 / 5.22 = 3.544061302681992 DPS
That's a good DPS right? it's in between the DPS of UAC5 and AC10, with respect to it's tonnage.
Simmilarly, RAC5, should be in between AC20 and AC10 with respect with it's weight of 10 ton in terms of DPS, so that is like 4.5 EDPS right?
32 DMG (2 damage x [6 (jam free shot) + 10 (jam-chance shot)]) / 7.111111... Net Seconds = 4.5 DPS
7.111111..... - 4 = 3.11111.....
16 shots done over / 3.11111..... = 5.142857142857143 shots/sec = 0.194444....s rate of fire.
Rounding that to 0.18s, the new DPS would be at 32 / 6.88 = 4.651162790697674 EDPS.
http://www.sarna.net/wiki/Rotary_AC/2
RAC has 6x the firing rate as a normal AC, while it has 3x the firing rate than a UAC. The problem is that it's obvious that 6x DPS of the standard AC is totally nuts for it's tonnage and slots. That's like 16.66666666666667 for a 3-slot 8-ton weapon, 4-slots for clan.
So my idea is that, it would have crazy rate of fire sure, but instead of dealing 2 damage each shot, it deals a total of 2 damage at a flurry of shots, while it's DPS is not a direct multiplication of the AC2, but it's DPS should reflect upon it's tonnage counterpart, with a bit of a bonus.
Needless to say while it says "RAC2", it's direct counterpart would have been "AC5" to account for it's tonnage, plus extra DPS to make it worth while. So the rationale is that it has 3x more DPS than the net of the UAC5, to account for it's extra face-time. Their damage rating is not per-shot damage, instead anchored on their DPS.
Quote
UAC/5: On average jams every 6.67 shots fired in cooldown resulting in a 5 second jam time: 6 shots (first shot + 6.67 fast shots) * 5 damage / (6.67 * 0.83 seconds + 5 seconds jam) = 38.33 damage / 10.5361 seconds = 3.638 dps
- http://mwo.gamepedia...ra_Autocannon_5
- http://mwo.gamepedia...ra_Autocannon_5
The Current Effective DPS of the UAC5 is 3.184586369338905, and the current DPS of AC5 is 3.01, so i would say that the sweet spot would have been at of effective chance: 3.533759108016715 that already took the jam chance into account, which the additional DPS is 3x.
Another main change is that as opposed of it relying on "recycle time", it uses "Rate of fire", that is because it's a larger "Machine Gun" than an auto-cannon instead, and would not use the "Ballistic Cooldown" Quirk, and would either have it's own CD/Spread quirk, or share with Machine Gun CD/Spread quirk.
Quote
RAC2:
Range: 540m
Damage: 1
DPS: 3.544061302681992
Burst Threshold: 6
Rate of Fire: 0.12s
Jam Chance: 3s
Jam Duration: 8%
Jam Cooldown: 1.66
Ammo/ton = 150
Range: 540m
Damage: 1
DPS: 3.544061302681992
Burst Threshold: 6
Rate of Fire: 0.12s
Jam Chance: 3s
Jam Duration: 8%
Jam Cooldown: 1.66
Ammo/ton = 150
So to get the ROF with supposed jam chance, we simply change the equation with respect to targeted EDPS. Now for the sake of clarity, the burst threshold is amount of shots with 0% chance to jam, this is so that an amount of damage, in this case 6, is ensured before any jamming occurs. Think of it as Flamer gauge, that it won't incur heat-penalty until it's filled -- it's like that except it's jam-chance kicking in. The Jam Cooldown shows the duration which the burst threshold is regained, where one must cease firing for 1.66s for the next 6 shots to not have any jam chance once more, or 0.267s/ 1 shot if it's a continually refilling gauge.
18.5 DMG (1 damage x [6 (jam free shot) + 12.5 (jam-chance shot)]) / 5.23521820093247 Net Seconds = 3.533759108016715 DPS
5.235218200932471 - 3 (Jam Duration) = 2.235218200932471 (18.5 shots within a duration, w/o jam duration) = 0.1208226054558092s Rate of fire.
Rounding that off, the new ROF is 0.12s, and EDPS is recalculated. 18.5 / 5.22 = 3.544061302681992 DPS
That's a good DPS right? it's in between the DPS of UAC5 and AC10, with respect to it's tonnage.
Simmilarly, RAC5, should be in between AC20 and AC10 with respect with it's weight of 10 ton in terms of DPS, so that is like 4.5 EDPS right?
Quote
RAC5:
Range: 450m
Damage: 2
DPS: 4.5
Burst Threshold: 6
Rate of Fire: 0.11s
Jam Chance: 4s
Jam Duration: 10%
Jam Cooldown: 2.5s
Ammo/ton: 75
Range: 450m
Damage: 2
DPS: 4.5
Burst Threshold: 6
Rate of Fire: 0.11s
Jam Chance: 4s
Jam Duration: 10%
Jam Cooldown: 2.5s
Ammo/ton: 75
32 DMG (2 damage x [6 (jam free shot) + 10 (jam-chance shot)]) / 7.111111... Net Seconds = 4.5 DPS
7.111111..... - 4 = 3.11111.....
16 shots done over / 3.11111..... = 5.142857142857143 shots/sec = 0.194444....s rate of fire.
Rounding that to 0.18s, the new DPS would be at 32 / 6.88 = 4.651162790697674 EDPS.
Spoiler
RATE OF HEAT LOSS: 18.00 %
TORSO TURN RATE (YAW): 25%
ARMOR BONUS (RA): 16.00
ARMOR BONUS (CT): 20.00
ARMOR BONUS (LT): 8.00
ARMOR BONUS (RT): 8.00
ARMOR BONUS (LL): 8.00
ARMOR BONUS (RL): 8.00
ARMOR BONUS (LA): 8.00
AMS RANGE: +20%
TAG RANGE: +20%
BALLISTIC VELOCITY: 10.00 %
MACHINE GUN DAMAGE: 10%
MACHINE GUN SPREAD: 10%
RAC2 DAMAGE: 15%
RAC2 SPREAD: -15%
MISSILE COOLDOWN: 15%
MISSILE RANGE: 10%
SSRM2 COOLDOWN: 35%
SSRM2 RANGE: 35%
TORSO TURN RATE (YAW): 25%
ARMOR BONUS (RA): 16.00
ARMOR BONUS (CT): 20.00
ARMOR BONUS (LT): 8.00
ARMOR BONUS (RT): 8.00
ARMOR BONUS (LL): 8.00
ARMOR BONUS (RL): 8.00
ARMOR BONUS (LA): 8.00
AMS RANGE: +20%
TAG RANGE: +20%
BALLISTIC VELOCITY: 10.00 %
MACHINE GUN DAMAGE: 10%
MACHINE GUN SPREAD: 10%
RAC2 DAMAGE: 15%
RAC2 SPREAD: -15%
MISSILE COOLDOWN: 15%
MISSILE RANGE: 10%
SSRM2 COOLDOWN: 35%
SSRM2 RANGE: 35%
LORE
Spoiler
UM-SN3 "SENTRY"
One of the original mechs owned by the Comstar Chief Engineer, Yuna Cassel, the UM-SN3 "Sentry" is one of her first mech she built her own, and to pilot, during her teenage years, even before her job at Comstar. Used with great impunity she repelled the Clan scouts invading of her hometown in Capella V with a surprising sustained suppressive fire, due to her interference she was arrested, and then conscripted.
Built from spare parts of various Urbanmechs, Yuna Cassel all alone in some hangar spent months assembling everything, and then another month rewiring everything; from the faulty cockpit, to the weapons, with improvements of her own. Sturdier construction, heavily armored right arm.
The right arm comes with a heavily customized ultra-autocannon 5; rebored to AC2 caliber, but the lower energy shell failed to cycle the weapon properly and would sometimes jam, requiring her to link the weapon with an external motor driving the system, resulting into an astounding rate of fire and more reliable functioning, that would later be developed to the Rotary Autocannon technology. Below the (prototype) Rotary-Autocannon is a Target Acquisition Gear with a more focused lense, used for spotting, for long-range targetting, essentially the laser sights that compensated with the faulty targetting system. For defensive measures, it has two anti-missile system, one in each side-torso, with one ton of ammunition inside the head. It has two tons of RAC2 ammunition, and one ton of SSRM2 ammunition.
Equipped with 100 Extra-light engine and 6 extra double heatsink, it was much faster than many other Urbanmechs, though a single Class V Jump-Jet limited it's ability to reach tall locations.
One of the original mechs owned by the Comstar Chief Engineer, Yuna Cassel, the UM-SN3 "Sentry" is one of her first mech she built her own, and to pilot, during her teenage years, even before her job at Comstar. Used with great impunity she repelled the Clan scouts invading of her hometown in Capella V with a surprising sustained suppressive fire, due to her interference she was arrested, and then conscripted.
Built from spare parts of various Urbanmechs, Yuna Cassel all alone in some hangar spent months assembling everything, and then another month rewiring everything; from the faulty cockpit, to the weapons, with improvements of her own. Sturdier construction, heavily armored right arm.
The right arm comes with a heavily customized ultra-autocannon 5; rebored to AC2 caliber, but the lower energy shell failed to cycle the weapon properly and would sometimes jam, requiring her to link the weapon with an external motor driving the system, resulting into an astounding rate of fire and more reliable functioning, that would later be developed to the Rotary Autocannon technology. Below the (prototype) Rotary-Autocannon is a Target Acquisition Gear with a more focused lense, used for spotting, for long-range targetting, essentially the laser sights that compensated with the faulty targetting system. For defensive measures, it has two anti-missile system, one in each side-torso, with one ton of ammunition inside the head. It has two tons of RAC2 ammunition, and one ton of SSRM2 ammunition.
Equipped with 100 Extra-light engine and 6 extra double heatsink, it was much faster than many other Urbanmechs, though a single Class V Jump-Jet limited it's ability to reach tall locations.
As opposed with MG ROF, the it has MG Damage instead. As with some of PGI's plans of putting direct damage quirk, i did the same, because it also increases damage/ton. Due to the terrible nature of SSRM2, it comes with insane quirks with it.
The theme of "Sentry", is that it's a Sentry Gun, a Sentry Turret, that automated gun you see on certain games build by something, like TF2 and the Engineer.
Edited by The6thMessenger, 30 January 2017 - 02:31 PM.