Fyrwulf, on 09 June 2017 - 07:09 AM, said:
I think you're going to end up finding that the RAC is going to spread its damage like an LBX and it's going to jam like nothing else. At least the LGR will have consistent DPS and its damage will be pinpoint.
I'm concerned about the RoF on the LGR, too long and it isn't worth the weight investment, especially when the UAC/10 is 13t and 7 crits, granted it is much shorter ranged (540m optimal in MWO), but has the option to put 20 damage on target before the LGR can do 16. The other thing to consider is that most engagements happen in MWO between 200 and 500m on average, meaning the extra range from the LGR is almost moot.
I mean as it stands, for the IS there is very little reason to take a LGR over a GR, 3t isn't that much of a savings, as 12t is still a large investment for most IS mediums, hell even some heavies have a hard time justifying investing 13t in to one weapon system (LRG+1t ammo). This is due in large part to the weight inefficiencies and crit inefficiencies of IS tech compared to clan tech. While for IS that 3t gives you a weapon that only gives up 90m of range for 88% more firepower per shot.
As for the RAC/5 I'm holding off on my commitment to it until I get a chance to use it a few times to get a feel for it, as I find the IS UAC/5 not worth taking, too much investment for too little return, I'd rather take an AC/10 over UAC/5. Thing will be interesting for me when the UAC/10 becomes an option how ever. In use in TT how ever, I do prefer the RAC/5 over the LGR, as with all dice based games, volume of dice is more important (yes I used to play WH40k by averages when I ran Imperial Guard, lot of models shooting each turn... it was faster to do it that way)... even still over the RAC/5 I prefer the UAC/10, as your actual jam chance is 1 in 36.