Tyroki, on 15 July 2017 - 08:04 PM, said:
It's stupid!
RACs shouldn't be balanced around DPS.
Why are RACs doing so little damage per shell compared to ACs?
They aren't called RAC2 and RAC5 because that's the name of the damn gun.
The 2 and 5 are the caliber of the ammo they fire!
They should be doing damage equal to, if not slightly less per shell than the regular AC of the same caliber, but pumping out the shells much, much faster.
Yes, it will eat mechs alive. It SHOULD eat mechs alive. If someone with RAC5's gets up close and personal, you're going to start losing armour.
As for Ghost Heat, I can understand RAC2's having ghost heat past 4. I could understand RAC5's having ghost heat past 2. They should NOT share ghost heat.
At this point there is no reason to take RACs over their UAC variants, which in tabletop they actually replace.
Edit: For IS. They replace for IS.
No, they have game balance to worry about. RAC2 or RAC5 just says the caliber, not the damage. Caliber says how large a shell is, but it wasn't specified whether it was burst fire or single shot. You might be tempted to say that bigger shell = larger damage. No not necessarily, cause physics say a lighter projectile can do damage as much a heavier projectile as long as if it has enough speed to compensate.
Anyways, DPS is the name of the game because RACs are for sustained fire, pummeling after your enemies. Hell even normal ACs or other weapons have their own DPS. RACs and other face-time weapon requires lots of DPS, cause they sure don't make up on short bursts of immense damage.
With the RAC5's "responsible" DPS only at 2.70, versus 3.01 of the AC5, or the UAC5 not double shot, it's pretty messed up considering the stare-time, tonnage allotment and crit requirement. The RAC2 does even lesser Effective-DPS over the AC5, which is at the same weight.
The normal ACs have an edge on being on the side of the Meta, while UACs just flat out beats RAC on damage. The RACs sure needs buff if they would be relevant at all.
Khobai, on 15 July 2017 - 02:17 PM, said:
That would put the RAC's sustained dps at 4.9 dps
You know what's even funnier? I already had a winning configuration that gets a good target EDPS. And PGI just ignores it.
The6thMessenger, on 02 July 2017 - 04:14 AM, said:
General Changes:
- RACs Jam 100% when Jam Meter is filled.
- RACs do not fill Jam Meter while spinning, only while shooting.
- RACs Jam Meter does not go down until Spin-Down is achieved.
- Always during operation, the weapon generates heat. Be it during spin-up, spin-down, or firing, it will generate heat. Like Stealth Armor.
The6thMessenger, on 02 July 2017 - 04:14 AM, said:
RAC2:
Damage/shot: 0.80
Projectile Speed: 2000
Shots/Sec: 10.00
Burst DPS: 8.00
Total Damage/Burst: 40
Total Shots/Burst: 50
Spin-Up Time: 0.50s
Spin-Down Time: 0.50s
Burst Duration: 5.00s
Jam Dissipation: 4.00s
Jam Duration: 4.00s
EDPS: 4.00
The6thMessenger, on 02 July 2017 - 04:14 AM, said:
RAC5:
Damage/shot: 1.25
Projectile Speed: 1650
Shots/Sec: 8.00
Burst DPS: 10.00
Total Damage/Burst: 50
Total Shots/burst: 40
Spin-Up Time: 0.50s
Spin-Down Time: 0.50s
Burst Duration: 5.00s
Jam Dissipation: 4.00s
Jam Duration: 4.00s
EDPS: 5.00
Hell, what's up with the projectile velocity even? Isn't it enough that the range is lower, we have to properly lead the stream the entire time we're staring to death?
Edited by The6thMessenger, 16 July 2017 - 01:12 AM.