Racs Uacs, Acs, And The Numbers
#1
Posted 29 June 2017 - 09:49 PM
Standard ACs just holding the trigger TTK:
AC/2 - 1:07.86
AC/5 - 1:00.99
AC/10 - 46.20
AC/20 - 36.58
UAC/2 - 1:01.39 this also had the largest data span, with 1:19.98 at the long end, and 51.44 at the short
UAC/5 - 49.88 I also want to note here that even the longest ttk was shorter than the average ttk from the rac/5.
UAC/10 - 44.71
UAC/20 - 31.59
Clan
C-uac/5 - 50.42
C-UAC/10 - 45.95
Racs, just holding the button down til it jams, and starts firing again
RAC/2 - 1:53.54
RAC/5 - 0:31.35*, 0:58.91
Racs, a full run to red of the bar, and then a full cool down. No jamming, also note that the gun heat will go up without firing a shot, no matter where it is if the barrel is not spinning; you can get the gun to red heat without shooting.
RAC/2 - 2:46.94
RAC/5 - 1:18.42
Data Notes: If you get lucky, it takes less than 20 seconds to center core an atlas with a UAC that does not jam, it is kinda great to watch. Also with the setups being so close in so many stats, I believe that the overall on the c-UAC/2 and 20 will be the same as the IS, but this is exhausting.
Seriously though, the RAC/2 is currently complete garbage, as for 33% more tonnage and 200% more crit spaces, severely reduced range, and just so much more heat, you get half of the DPS. The 5 similarly needs a huge damage boost just to be a competitive weapon but it isn't in as bad of shape as the 2.
Realistically, the closest tonnage and crit space weapon to the RAC/5 and Rac/2 up there is the C-uac/10, and and C-UAC/5 respectively these also have pretty similar ranges. If PGI wants for CW tech to close the gap between Clan and IS, then I feel that TTK should match those weapons or beat them by a little bit as the RACs really pump heat. In the meantime, we will have to continue to use heavier guns for the same damage levels.
#2
Posted 29 June 2017 - 11:33 PM
I have tested These in Academy against the Towers, firing each for 5 seconds (the Time the RAC has till the Bar turns red)
AC5/LBX5 do 20 Points of Damage in this time UAC5 does 30-35 most of the time, and RAC5 does 40.5.
With the Long time the RAC Needs to empty ist bar it is way inferior in Damage over time, but wins in "Bursts"
I think it either Needs a longer Time-till-Jam, or a faster recovery to be truly viable, this even more Counts for the RAC2
Edited by Vladosteron, 29 June 2017 - 11:33 PM.
#3
Posted 29 June 2017 - 11:45 PM
There is absolutely zero incentive to manage the jam bar because the only way the RAC does halfway decent damage is if you run it into the red and risk jamming it. Thats absurd.
They need to make it so the RAC can fire longer before the bar reaches the end (it should be able to fire for 10 seconds instead of 5 seconds) but it should automatically jam if the bar reaches the end. That way theres actually incentive to manage the jam bar and make sure it doesnt reach the end.
Quote
It needs a longer time till jam and it needs to automatically jam if the bar reaches the end.
Edited by Khobai, 29 June 2017 - 11:47 PM.
#4
Posted 30 June 2017 - 12:10 AM
#5
Posted 30 June 2017 - 12:10 AM
Class 2 Autocannons
RAC/2: 1.05 seconds spin up -> 3.95 seconds spent firing for 4 dps -> 10 second CD/Jam
AC/2: 15 seconds firing for 2.78 dps
Class 5 Autocannons
RAC/5: 1.05 seconds spin up -> 3.95 seconds spent firing for 9.6 dps -> 10 second CD/Jam
AC/5: 15 seconds firing for 3.01 dps
So, over this 15 second period the RACs are only firing for 3.95 seconds. That is only 26.3% of the total time period, and thus to get the actual dps of a RAC weapon you need to multiply them by .263. So, the actual sustained dps of RAC weapons, as compared to their normal AC counterparts is as follows:
RAC/2: 1.052
AC/2: 2.78
RAC/5: 2.548
AC/5: 3.01
This is a test for sustained dps, and the RAC just does not cut it...
My recommendations would be a boost in damage output, increase in jam bar length, not make the spin up affect the jam bar(other than to make it stop cooling down), and make the bar cooldown faster than it unjams. If it takes just as long to clear a jam then there is no point in managing the bar lets be honest.
Edited by WhyHelloDer, 30 June 2017 - 12:11 AM.
#6
Posted 30 June 2017 - 12:21 AM
2 Guns
60 seconds
No Skills
AC2 - 332
UAC2 - 364
RAC2 - 184
RAC2 No Jam - 140
(Let cool when bar fills)
10 Seconds
AC2 - 69
UAC2 - 78
RAC2 - 60
5 Seconds
AC2 - 32
UAC2 - 54 (avg 36)
RAC2 - 39
Full Firepower Skills
60 Seconds
AC2 - 380
UAC2 - 412
RAC2 - 216
RAC2 no jam - 140
10 Seconds
AC2 - 72
UAC2 - 94
RAC2 - 62
5 Seconds
AC2 - 36
UAC2 - 62 (avg 38)
RAC2 - 42
RAC2 under preforms in short bursts and sustained fire, that's before the soft cap of two guns, damage spread, shorter range, slower projectiles, extra critical slots and increased weight.
UAC2 looks to be in a good place.
Also note: after further testing for 5 seconds burst RAC2 wins by a small margin. Only because UAC2 can jam after first double tap.
Increasing the time until first jam to between 10 and 15 seconds (the time of a small brawl) would help it significantly.
Lower heat to 1 or 1.5 and remove ghost heat.
EDIT: just for fun
Full Firepower Skills
10 seconds
LMG - 12.6
RMG - 19.2
HMG - 30
60 Seconds
LMG - 72.6
RMG - 114.2
HMG - 181
Sub 90m the HMG beats RAC2 with ease.
Edited by Blue Leviathan, 30 June 2017 - 01:50 AM.
#7
Posted 30 June 2017 - 12:54 AM
The question is, what do we want the RAC to do?
Right now it seems like PGI is going for "good in Bursts bad for sustained DPS", i´m ok with this. But The Weapon has to fill this niche better!
Do you share this opinion?
#8
Posted 30 June 2017 - 12:58 AM
#9
Posted 30 June 2017 - 01:11 AM
Edited by Blue Leviathan, 30 June 2017 - 01:14 AM.
#10
Posted 30 June 2017 - 02:02 AM
10s fire for some decent damage before you fall back to recover.
Edited by davoodoo, 30 June 2017 - 02:02 AM.
#11
Posted 30 June 2017 - 02:05 AM
#12
Posted 30 June 2017 - 03:02 AM
Vladosteron, on 30 June 2017 - 12:54 AM, said:
The question is, what do we want the RAC to do?
Right now it seems like PGI is going for "good in Bursts bad for sustained DPS", i´m ok with this. But The Weapon has to fill this niche better!
Do you share this opinion?
If they want burst damage, I wanna stack of them, Like a 3rac/5s before ghost heat, and 4 rac/2s and the RAC/2 needs it's damage Increased significantly. 4 seconds of 4 DPS, that isn't burst, that's the big tickler, seriously think about what you can do with four medium lasers in that same time span of five seconds to warm up, blast and cool down. The Rac, should be strong, for the weight the heat and the range it should be doing more damage than the clan UACs, which by the way have about the same or greater burst potential, without the face time. think about it, You run a rac/2 til jam, VS a c-uac/5 the uac will get about 6 (jamming once, which we can then figure out statistically what our expected value is for shots fired or 3.9777) shots and the rac will fire for 4 seconds, this puts the rac damage at 16, and the expected value of the UAC damage at 19.8887. So even for two mechs just standing there like total freaking meatheads, the burst of the UAC is better and the burst of the standard ac is only one point lower. And then from the table if they are going for sustained or suppressive fire, they just don't cut it, especially when you can lock and load almost 7 standard AC/2s for the same weight as four RAC/2s and the racs are going to kill you with heat. For burst purposes I would like to see everything else remain the same, and throw the RAC/2 to 16.32 DPS, and the RAC/5 to 18.18 DPS, and then have like a MASC potential if you hold the button to long the gun blows up, none of this jamming thing, you lose the damned gun if you go wild.
#13
Posted 30 June 2017 - 03:03 AM
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