Horseman, on 14 February 2017 - 06:07 AM, said:
You're still missing what I'm getting at... the game's mechanics inherently counterbalance the increased burst damage output with a proportional trade-off in time for which you can sustain it.
Not to the point where you could fairly call it a "drawback", at least where (base) heat and ammo consumption are concerned.
Examples of
actual drawbacks would be UAC jam chance or ghost heat buildup when firing too rapidly (particularly boated UAC/10s).
Otherwise 100 damage is 100 damage, and being able to get it out quicker is always purely an advantage.
Doing 100 damage in 10 seconds and then cooling down for the next 10 seconds is superior to doing 100 damage in 20 seconds.
Doing 100 damage in 10 seconds and then running out of ammo is superior to doing 100 damage in 20 seconds then running out of ammo.
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All I wanted to point out is that you shouldn't forget to account for that in your math ( and avoid pairing CDR with reduced heat generation, as that increases the time for which you can sustain your max output ).
CD reduction and heat reduction bonuses do stack, yes. I did consider that.
By the way this bonus stacking already exists on live with cool run and fast fire/modules, not to mention quirks. I also took that into account.
I don't think any of the values I've chosen here are particularly extreme, especially considering there are usually other tradeoffs to consider.