Mech used in each scenario is an UNSKILLED JM6-DD (-25% UAC jam chance quirk), with an XL315, 2 of the tested weapon, 6 tons of ammo, and 10 Double Heatsinks (no additional heatsinks were added to the mech).
30 Second DPS test. * 2x AC/5 *** 210 Damage; heat neutral *** 210 Damage; heat neutral *** 210 Damage; heat neutral * 2x UAC/5 - Damage Variance is from one weapon jamming *** 300 Damage; full jam once, no overheats *** 250 Damage; full jam once, no overheats *** 280 Damage; no full jams, no overheats * 2x RAC/5 - Full Auto, no stopping. If one weapon jams, stopping to lower jam bar so as to avoid heat bug. *** 271.3 Damage; no full jams, 3 overheats *** 229; 1 full jam, 2 overheats *** 267.3; 2 full jams, no overheats * 2x RAC/5 - Full Auto until jam bar fills, then wait. *** 185.8; no jams, no overheats. *** 202.5; no jams, no overheats *** 183.6; no jams, no overheats
There are a few key things and feelings in my testing that I feel should be highlighted in order to make the RAC/5 something worth taking.
Reduce the time it takes for the weapon to cool off. As it is now, the last tests were so low compared to AC/5s because it took them 5 seconds to heat up while firing, and 10 seconds too cool down without firing again. Because of the additional weight required, RAC/5s when used on a *consistent* basis (to jam bar limit then stop), should put out more damage over time than an AC/5. The AC/5 weighs two tons less, has additional range, and generates less heat as an advantage.
- SUGGESTED FIX: Lower time it takes to cool the weapon off completely from 10 seconds to 7.5 seconds. Jam duration being high, however, I believe encourages skillful use of the weapon.
Damage needs to be increased very slightly. As is, the UAC/5 in my testing is performing more reliably and dealing more damage over the same duration of time, at ranges greater than the RAC/5 is effective. It's also doing this for 1 ton less. The RAC/5 should be dealing more damage within its optimal range due to the increased weight investment.
- SUGGESTED FIX: Bump damage from 1.35 to 1.45. This in combination with the cool off change suggested above should increase its effective damage within its optimal range.
Heat could be toned down slightly. I say slightly because if the changes above are taken into consideration, then Mechs using 2x RAC/5s are going to be overheating more quickly with how hot the weapon is in practice. This is to compensate for that change.
- SUGGESTED FIX: Reduce heat from 4 to 3.7.
Hopefully this data proves useful. I realize the sample size is small, but I've only got so much time to test!
Edited by Serious Table, 01 July 2017 - 09:33 AM.