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Rotary Ac's


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#1 Chuck Corneliusson

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Posted 01 July 2017 - 02:51 PM

The "jam chance" bar starts increasing while the weapon is spinning-up but before it begins firing. Is this the correct behavior? Wouldn't it be more logical that the bar shouldn't increase until the RAC actually starts firing?

#2 charliedelta76

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Posted 01 July 2017 - 05:31 PM

Ageed... The jam bar should only start firing when the gun actually fires.

#3 l33tworks

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Posted 01 July 2017 - 06:41 PM

Err no bcos then people would have them permanently.pre spooled just before the point of fire with a macro and Insta fire when they need it.

The worst part about them is they seem to really lag behind where you are aiming not sure if bug or intended.

#4 bbihah

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Posted 01 July 2017 - 09:04 PM

Better would be that the gun always fires when you click the button, but the rate of fire ramps up until it reaches full spool. Literally no way that can be exploited with macros. Its all about tuning the numbers at that point.

#5 Johnny Z

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Posted 01 July 2017 - 09:26 PM

View Postbbihah, on 01 July 2017 - 09:04 PM, said:

Better would be that the gun always fires when you click the button, but the rate of fire ramps up until it reaches full spool. Literally no way that can be exploited with macros. Its all about tuning the numbers at that point.


Interesting.

#6 LordNothing

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Posted 02 July 2017 - 12:19 AM

View Postl33tworks, on 01 July 2017 - 06:41 PM, said:

Err no bcos then people would have them permanently.pre spooled just before the point of fire with a macro and Insta fire when they need it.

The worst part about them is they seem to really lag behind where you are aiming not sure if bug or intended.


initially they had terrible velocity, but its been buffed. it still sucks.

#7 Khobai

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Posted 02 July 2017 - 12:25 AM

Quote

Ageed... The jam bar should only start firing when the gun actually fires.


No because then you could just constantly prespool the weapon which would defeat the purpose of it having a spooling up period.

the way it should work is RACs should be able to fire about twice as long as they do now. But when the jam bar reaches the end they should automatically jam.

That would also reward you for managing the jam bar and not letting it reach the end.

Whereas right now youre punished for managing the jam bar and the only way to get the RAC to do half decent damage is to irreponsibly run it into the red and pray that the RNG gods dont jam it up. There is zero reward for properly managing the jam bar.

Quote

The worst part about them is they seem to really lag behind where you are aiming not sure if bug or intended.


the velocity is too low. thats why they increased the velocity.

Edited by Khobai, 02 July 2017 - 12:29 AM.


#8 LordNothing

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Posted 02 July 2017 - 12:31 AM

knock the spin up time at a quarter second on both guns. tweak other values to make them distinct and for balance.

#9 Tyroki

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Posted 02 July 2017 - 01:18 AM

The spool up time should be during firing, not before.

#10 Commander A9

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Posted 02 July 2017 - 05:09 AM

RACs are seemingly going to be devastating, but maybe perhaps too much...

The weapons don't seem to jam upon your first firing sequence unless you fire in bursts while the jam bar is red...so to maximize their usage, all you have to do is unload on your first firing sequence until you overheat, theoretically meaning they can never jam. Unless random chance is working against me...

Also...

Posted Image

118 firepower? We used to say 'Clan OP,' but is this supposed to be the counter to Clean Heavy Lasers? Seems like RACs make mincemeat out of anything they see...

Edited by Commander A9, 02 July 2017 - 05:10 AM.


#11 Commander Zelnick

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Posted 02 July 2017 - 05:19 AM

Another issue - when firing multiple rACs, the heat builds slowly when firing both at the same time. However, if you try to alternate the time the bullets fire, the heat builds at intense speeds.

#12 Vlad Striker

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Posted 02 July 2017 - 05:50 AM

In fact RAC5 shoots 3.5 rounds in AC5 cooldown time time but RAC must shoot 6 rounds!

#13 Damnedtroll

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Posted 02 July 2017 - 06:12 AM

View PostVlad Striker, on 02 July 2017 - 05:50 AM, said:

In fact RAC5 shoots 3.5 rounds in AC5 cooldown time time but RAC must shoot 6 rounds!


yep and if you shot 6 times, chance that the weapon blown-up is quite high in TT... IS UAC and RAC are quite punishing on overdrive in TT but not in MWO.

#14 Bespoke Cheese Cake

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Posted 02 July 2017 - 04:26 PM

RAC's are fun, but currently not very effective at destroying a target.

#15 Cy Mitchell

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Posted 02 July 2017 - 05:30 PM

View PostCommander A9, on 02 July 2017 - 05:09 AM, said:

RACs are seemingly going to be devastating, but maybe perhaps too much...

The weapons don't seem to jam upon your first firing sequence unless you fire in bursts while the jam bar is red...so to maximize their usage, all you have to do is unload on your first firing sequence until you overheat, theoretically meaning they can never jam. Unless random chance is working against me...

118 firepower? We used to say 'Clan OP,' but is this supposed to be the counter to Clean Heavy Lasers? Seems like RACs make mincemeat out of anything they see...


Both the heat and the damage numbers are deceptive. The RACs certainly are not devastating. Sadly, they are honestly not very good at all.

They need a further spin up reduction and less heat generation. Even then, just about everything will outperform them.

#16 Tyroki

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Posted 02 July 2017 - 05:55 PM

Why take RACs when you can just take UACs? Or even just numerous basic AC's?

#17 Damnedtroll

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Posted 02 July 2017 - 06:01 PM

View PostTyroki, on 02 July 2017 - 05:55 PM, said:

Why take RACs when you can just take UACs? Or even just numerous basic AC's?


Because they are fun, lol ! MRM and RAC are freaking fun to shoot ! Spraying all over the place, explosion and fun !

#18 Midnight Camel

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Posted 02 July 2017 - 06:36 PM

View Postbbihah, on 01 July 2017 - 09:04 PM, said:

Better would be that the gun always fires when you click the button, but the rate of fire ramps up until it reaches full spool. Literally no way that can be exploited with macros. Its all about tuning the numbers at that point.


This is an excellent solution. Furthermore, the jam bar should fill at a rate proportional to the current ROF of the weapon. So when you first pull the trigger, both the ROF and the fillup rate is low but both rates increase proportionally until the gun is fully spooled up.

#19 Tyroki

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Posted 02 July 2017 - 09:20 PM

View PostMidnight Camel, on 02 July 2017 - 06:36 PM, said:

This is an excellent solution. Furthermore, the jam bar should fill at a rate proportional to the current ROF of the weapon. So when you first pull the trigger, both the ROF and the fillup rate is low but both rates increase proportionally until the gun is fully spooled up.


Agreed fullheartedly.

View PostDamnedtroll, on 02 July 2017 - 06:01 PM, said:


Because they are fun, lol ! MRM and RAC are freaking fun to shoot ! Spraying all over the place, explosion and fun !


I'm sure they are. You know what else would be fun? An Annihilator fielding 6 of them. Oh wait, we can't, because Ghost Heat.

#20 DeeHawk

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Posted 03 July 2017 - 12:16 AM

Ghost Heat on the 3rd RAC2 doesn't make any sense.

The standard KGC's would really like to boat them, especially since it can't even equip the new heavy gauss..





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