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Math-Venture Time With Rac!


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#1 The6thMessenger

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Posted 20 July 2017 - 09:36 PM

tl;dr


Spoiler

tl;dr


Quote

http://static.mwomer.../list/full.json
},
"1058": {
		"name": "RotaryAutoCannon2",
		"category": "weapon",
		"factions": {
			"Clan": false,
			"InnerSphere": true
		},
		"stats": {
			"Health": 10,
			"slots": 3,
			"type": "Ballistic",
			"projectileclass": "bullet",
			"numFiring": 1,
			"damage": 0.8,
			"heatdamage": 0,
			"heatpenalty": 5,
			"heatPenaltyID": 11,
			"minheatpenaltylevel": 3,
			"impulse": 0.04,
			"heat": 2,
			"cooldown": 0,
			"ammoType": "RotaryAC2Ammo",
			"ammoPerShot": 1,
			"tons": 8,
			"duration": -1,
			"lifetime": 10,
			"speed": 1500,
			"volleydelay": 0,
			"rof": 7.275,
			"spread": 0.19,
			"gravity": "0,0,-9.8",
			"maxDepth": 10,
			"rampUpTime": 0.75,
			"rampDownTime": 2,
			"jamRampUpTime": 6,
			"jamRampDownTime": 10,
			"JammingChance": 0.037,
			"JammedTime": 10
		},
		"ranges": [
			{
				"start": "0",
				"damageModifier": "1.0",
				"interpolationToNextRange": "linear"
			},
			{
				"start": "540",
				"damageModifier": "1.0",
				"interpolationToNextRange": "linear"
			},
			{
				"start": "1080",
				"damageModifier": "0",
				"interpolationToNextRange": "linear"
			}
		],
		"inheritfrom": null,
		"cost": null
	},
	"1059": {
		"name": "RotaryAutoCannon5",
		"category": "weapon",
		"factions": {
			"Clan": false,
			"InnerSphere": true
		},
		"stats": {
			"Health": 10,
			"slots": 6,
			"type": "Ballistic",
			"projectileclass": "bullet",
			"numFiring": 1,
			"damage": 1.5,
			"heatdamage": 0,
			"heatpenalty": 6,
			"heatPenaltyID": 11,
			"minheatpenaltylevel": 3,
			"impulse": 0.04,
			"heat": 4,
			"cooldown": 0,
			"ammoType": "RotaryAC5Ammo",
			"ammoPerShot": 1,
			"tons": 10,
			"duration": -1,
			"lifetime": 10,
			"speed": 1025,
			"volleydelay": 0,
			"rof": 7.275,
			"spread": 0.23,
			"gravity": "0,0,-9.8",
			"maxDepth": 10,
			"rampUpTime": 1,
			"rampDownTime": 2,
			"jamRampUpTime": 6,
			"jamRampDownTime": 10,
			"JammingChance": 0.037,
			"JammedTime": 10
},


So, apparently this is the stats of RACs.

Take a look at the Jamming chance of "0.037" -- i assume that's 3.7%, is it true-random or pseudo random?. Would that mean each shot beyond red would have [1 - (0.963 ^ shots)] of jamming? So if 10 shots were done, then the jam chance just shot-up 33.9475%?

Well, giving it the best chance of actually doing well, lets assume that its a fixed "0.037" or 3.7% chance jam every shot. If we assume other wise, the weapon would actually fare a lot worse. So average shots before jam should be at 27.02702702702703.

As for the "RampDownTime" = 2, does that mean there's 2s of window time you could continue shooting without having to spin-up?

So with 6s of ramp-up time - spinup, x 7.275 shots/sec, that would mean that the RAC5 done 36.375 shots or 54.5625 damage, and the RAC2 did 38.19375 shots or 30.555 damage isn't it?

The RAC5 does 3.41015625 EDPS, but the RAC2 does 1.9096875 EDPS, when shooting responsibly. For comparison, the AC5 does 5 PPFLD for 3.01 DPS, the UAC5 does 3.906249999999999 EDPS -- as it jams at every 6.666667 double-shot at 6.0s jam time. Now including the 15% jam nodes, that pushes the jam time to 5.1s instead, and puts the UAC5's effective DPS to 4.123711340206185.

However since the RACs are operating at the safe level, what about their jam? According to math, there should be 27.027027 with fixed chance jamming right? That meant that the RAC did 21.6216216 extra damage, and the RAC5 dealt 40.5405405 damage yes? Additional 3.715055257731959s each at a total of 19.71505525773196 s.

RAC5 = 95.1030405 / 19.71505525773196 = 4.82387897252796 EDPS
RAC2 = 52.1766216 / 19.71505525773196 = 2.646536919014573 EDPS

Taking account of the Enchanced RAC/UAC of 15%, the jam duration/dissipation would have been reduced to 8.5s.

RAC5 = 95.1030405 / 18.21505525773196 = 5.22112281046364 EDPS
RAC2 = 52.1766216 / 18.21505525773196 = 2.864477810346031 EDPS

So take a look, the RAC5 for a 10-tonner could do 4.8238 EDPS, 5.2211 with jam nodes, while the RAC2 for an 8 tonner does 2.6465. For perspective, the UAC5 does average of 3.90624 EDPS, and the AC5 does 3.01 DPS, and an AC2 does 2.78 DPS. At 2.8644, the RAC2 is still below AC2 DPS despite jam nodes.

The RAC5 does SOLID dps right there, even more so with jam nodes, although granted 9.71505525773196s of stare-time at average, still the numbers show that it has an absurd amount of dps considering it's weight.

The RAC2 however, what the **** is that ****? 2.6465 EDPS at maximum firing time? really? The AC2 of 6 tons does 2.78 DPS, with 2000 projectile speed, at 700m. The AC5 at 8 tons, does 3.01 DPS, at 1150 velocity, at 600m. Not even Jam nodes help the poor RAC2. Sincerely, the RAC2 is a down-grade from the AC5, you are literally better off with an AC5.

My recommendation? This:
Spoiler


With 2000/1650 velocity for the RAC2/RAC5 respectively, they are now easier to hit. At 0.5s of spin-up spin-down time, they are at least easier to shoot if still hindered.

At 100% jam on the filled gauge, it no longer hinges on RNG, at an absurd time of average 9.71505525773196s stare-time, and the reduced 4.5s jam duration/dissipation should maintain good DPS despite guaranteed short shoot time. The actual jam happens on the actual shot made at the red-line, so the actual jam would happen at the JamRampUpTime + shot interval, which is 0.1s for the RAC2 and 0.125 for the RAC5, making it happen at a flat 5.00s, or 5.5s when the spin-up time is taken account.

Recalculating that, at 0.5s of spin-up time, the RACs jam 100% at 5.5s respectively, that means they have shot 50 / 40 times before jamming, for FIXED 5s of shoot time, and would have dealt 35 / 44 damage respectively.

Now calculating the DPS, the RAC2 have 3.5 EDPS, the RAC5 have 4.4 EDPS -- this kind of nerfs the RAC5 to be just a small nudge away from the original EDPS of 4.82 while still be a small step above the AC10. While the RAC2 received a good DPS buff that puts it between the AC5's 3.01 DPS and the UAC5's 3.91 EDPS, and the best part is that you achieve that with only at 5s of face time. And then adjusting the ammo values to 340/220 respectively to somewhat fit with old damage value.

Taking account of Enchanced UAC/RAC jam-nodes of 15%, the new Jam-Dissipation would sit at 3.825 jam time. The new DPS would have been 3.96600566572238 for the RAC2, and 4.985835694050992 for the RAC5. For perspective, the UAC5's EDPS with jam nodes is 4.123711340206185.

You might be thinking, wouldn't it be less fun because you can only shoot at a maximum amount of time of 5s as opposed of average of 9.7s as the math calculates? Wouldn't the DPS nerf for the RAC5 just straight up destroys it? The thing is that, this trades that shooting time -- which is already stupidly long by common sense -- for the shortened jam time/dissipation, that means you don't have to worry trying to get the most stare at a single encounter, or some idiot teammate going in front of you, cause 10s jam time is pretty long -- just calm down and shoot again. I would say that it's a fair trade for reliability.

As for the RAC5, we could just increase damage across the board if that helps. But i nerfed the RAC5 with respect to other weapons available.

Here's Princess Bubblegum and Finn. Posted Image

Posted Image

Please vote here: https://mwomercs.com...3-a-proper-rac/

Also keep the discussion going. The more people comment, the more likely the devs would notice.

Edited by The6thMessenger, 28 July 2017 - 02:58 AM.


#2 Khobai

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Posted 20 July 2017 - 10:35 PM

Quote

As for the "RampDownTime" = 2, does that mean there's 2s of window time you could shoot without having to spin-up?


I think rampdowntime is the amount of time that has to pass after you stop firing before you can rampup again

#3 The6thMessenger

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Posted 20 July 2017 - 10:38 PM

View PostKhobai, on 20 July 2017 - 10:35 PM, said:

I think rampdowntime is the amount of time that has to pass after you stop firing before you can rampup again


Kinda like what i just said.

#4 Khobai

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Posted 20 July 2017 - 10:40 PM

you said "could shoot" but i think you meant "couldnt shoot"

ramp down only occurs after youve stopped shooting. and you cant ramp up again until the ramp down period has passed. so theres no way you could shoot during ramp down.

thats what confused me

Edited by Khobai, 20 July 2017 - 10:51 PM.


#5 The6thMessenger

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Posted 20 July 2017 - 10:41 PM

View PostKhobai, on 20 July 2017 - 10:40 PM, said:

you said "could shoot" but i think you meant "couldnt shoot"

thats what confused me


No, that's what i meant. "could shoot" -- "window time", that means you could continue shooting at the window time.

You know what, i'm just gonna rephrase it. Now continue with the rest of the content.

Edited by The6thMessenger, 20 July 2017 - 10:42 PM.


#6 MischiefSC

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Posted 21 July 2017 - 12:30 AM

Except what really happens is the 2x UAC5s do 40 pts in about 2 seconds, usually to one hit location then fade. Plus whatever damage the lasers/missiles they had with it do. The 2xRACs do about 20 pts, scattered and inaccurate, then whine that the other guy didn't stand in the open for 10 seconds, motionless, for them to actually pull ahead in sustained DPS.

RACs are one of the few weapons I'll actually show my back to because they're so functionally weak. You can't even 'get lucky' with them and land a clean hit like you can with, say, AC20s at 400m.

Plus you can put 2xUAC5s in a ST with an LFE but you can't with 2xRAC5s. All the way around the RAC5 takes some steep disadvantages for which it provides no real functional advantage and is much hotter.

Eliminate the spinup completely. Increase DPS on both RACs. They need to do more damage than UAC2s and 5s over more like 3 or 4 seconds than over 10. Any target you can shoot for more than 5 seconds is an idiot, out of position and you could probably kill him with thrown potatoes anyway.

That would be a start. Currently RACs are just bad weapons. Like regular PPCs - except possibly even worse. Yes, even a bad weapon does damage and gets kills. It is however fundamentally inferior to the alternatives.

That's the biggest problem with all the new tech. It was really disheartening on TS today to ask people about the new tech and get this as the single most consistent response -

"Meh. Pretty disappointing."

Sums it all up pretty well.

#7 Shifty McSwift

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Posted 21 July 2017 - 12:34 AM

Posted Image

#8 kapusta11

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Posted 21 July 2017 - 12:51 AM

View PostThe6thMessenger, on 20 July 2017 - 09:36 PM, said:

Recalculating that, at 0.5s of spin-up time, the RACs jam 100% at 5.4 s / 5.375 s respectively, that means they have shot 50 / 40 times before jamming, for FIXED 5s of shoot time, and would have dealt 32 / 40 damage respectively.


Ugh, why would I take 2 RAC5s that do 64/80 damage over 5 seconds instead of something that does 40 damage every 4 seconds and lets me use cover?

#9 The6thMessenger

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Posted 21 July 2017 - 01:05 AM

View PostMischiefSC, on 21 July 2017 - 12:30 AM, said:

Except what really happens is the 2x UAC5s do 40 pts in about 2 seconds, usually to one hit location then fade. Plus whatever damage the lasers/missiles they had with it do. The 2xRACs do about 20 pts, scattered and inaccurate, then whine that the other guy didn't stand in the open for 10 seconds, motionless, for them to actually pull ahead in sustained DPS.


*le sudden clarity that you could also bring lasers + missiles with RACs, making it a moot point.

The 2x UAC5 did that for 18 tons, versus 10 tons of just a single RAC5, that's one thing you could consider. Even then there's also difference in intended effect such as suppression, as well as considering damage dealt over the course of a long period like overtime at the course of a match as opposed of simple fleeting moments. Like effectively 3.90 DPS for each UAC5, versus the 4.2666 of the RAC5 would meant that at the same time it takes for the UAC5 to achieve a jam and fire again on average, the RAC5 would deal more.

You just threw away all of my calculations out of the window, despite being objective fact. Nice work.

View PostMischiefSC, on 21 July 2017 - 12:30 AM, said:

Plus you can put 2xUAC5s in a ST with an LFE but you can't with 2xRAC5s.


True. But then individually, it's (supposed to be) a decent dakka platform, as opposed in having to go all that weight and crit-slot. It has something to do with what is economically better choice given a budget.

View PostMischiefSC, on 21 July 2017 - 12:30 AM, said:

All the way around the RAC5 takes some steep disadvantages for which it provides no real functional advantage and is much hotter.


That's why i'm suggesting this tweak.

View PostMischiefSC, on 21 July 2017 - 12:30 AM, said:

Eliminate the spinup completely. Increase DPS on both RACs. They need to do more damage than UAC2s and 5s over more like 3 or 4 seconds than over 10. Any target you can shoot for more than 5 seconds is an idiot, out of position and you could probably kill him with thrown potatoes anyway. That would be a start.


Well, my suggestion is centered around 5 seconds. The RAC2 doing 22.4 damage for 3.5s, and 28 for the RAC5. The UAC2 on the other hand, does only 11.1111111111111 damage when no jam, likewise the UAC5 deals 12.04819277108434 damage at the same 2s. At 4 seconds, would have been 24.09638554216867 damage for the UAC5, and 22.22222222222222 damage for the UAC2. Still below the RAC5 and RAC2's damage output at 3.5s, given with 0.5s of spin-up time handicap. At 4s flat shooting, the RAC2 would have dealt 25.6 damage, 32 for the RAC5 -- both of which are already much more powerful over UAC2 or UAC5s double-firing for the same duration without even jamming.

Look man, INDIVIDUALLY the RACs are much more powerful than UACs, that means they have better damage over a lighter package, than otherwise would have been by getting two of the UACs. Yes you can get 2 UAC5s over 1 RAC5, but that's beside the point, cause those two aren't really comparable once we factor in the cumulative ton, crit space, dps, etc. I have math to prove it, so there is that.

The charm of RACs is that they are (supposed to be) decent dakka platform ON THEIR OWN for their tonnage and crit-size allotment as opposed of having to go and get heavier combinations of dakka weapons - 6x AC2 macroed comes to mind. And then we get to the fire-suppression, that just annoys and scares people, even just block their sight so they couldn't aim properly.

Also lets face it, peppering enemies like you wouldn't believe is fun.

View PostMischiefSC, on 21 July 2017 - 12:30 AM, said:

Currently RACs are just bad weapons. Like regular PPCs - except possibly even worse. Yes, even a bad weapon does damage and gets kills. It is however fundamentally inferior to the alternatives.


Regular PPCs are actually okay heatwise. The ERPPCs just comes off as too hot on some builds, that unless it's a PPC long range sniper it's not really that feasible over long periods of time.

I don't agree that PPCs are bad, but i do agree that RACs are bad, and in need of tweak, such as my suggestion.

View PostMischiefSC, on 21 July 2017 - 12:30 AM, said:

That's the biggest problem with all the new tech. It was really disheartening on TS today to ask people about the new tech and get this as the single most consistent response -

"Meh. Pretty disappointing."

Sums it all up pretty well.


True. ATMs need to lose minimum range, needs missile HP boost, and redistrbute damage to 2.4/2.0/1.6. MRMs need smaller spread and faster projectile. RACs needs this.

But right now it's an RAC thread, so stay at RACs.

View Postkapusta11, on 21 July 2017 - 12:51 AM, said:

Ugh, why would I take 2 RAC5s that do 64/80 damage over 5 seconds instead of something that does 40 damage every 4 seconds and lets me use cover?


Probably because you deal a lot more damage, provides fire-suppression. Also because it's probably lighter. (I don't know what weapon you referenced for that "40 damage every 4s", but assuming either UAC20, or 2x AC20, or 4x AC10 -- all of which are heavier over a single RAC5 that would also deal 40 damage)

And you gotta admit it's pretty damn awesome and fun. Besides, would you really prefer enduring 9.7s of stare over 5s? Just so you could do decent damage overtime including your jam duration?

But if it makes you feel any better, it would have taken 2.5s for 2x RAC5 to match that 40 damage, or 3.125s for the 2x RAC2 to match the same damage.

Edited by The6thMessenger, 21 July 2017 - 01:52 AM.


#10 RestosIII

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Posted 21 July 2017 - 04:03 AM

Okay so, my brain fizzled out and died 1/3rd of the way through OP's first post, so I'm going to assume everything here is correct. Lots of effort put in here.

#11 The6thMessenger

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Posted 21 July 2017 - 04:16 AM

View PostRestosIII, on 21 July 2017 - 04:03 AM, said:

Okay so, my brain fizzled out and died 1/3rd of the way through OP's first post, so I'm going to assume everything here is correct. Lots of effort put in here.


tl;dr

> At 3.7% jam chance, has average of 27 shots over red before jamming

> RAC5 does monstrous EDPS ("effective DPS" which accounts jam), at 4.82 - so much higher over AC10 despite 2-tons lighter

> RAC2 does little EDPS, at 2.64 - even lower than AC2 despite being 2-tons heavier

> RACs now have global 0.5s spin up, both RAC2 and RAC5 only have 0.5s spin up

> New setup has 100% jam chance on filled gauge, and shoots at fixed 5.0s - that means it spins for 0.5s, shoots for 5.0s, and instantly jams at the end, having continuously shot for 5.0s.

> RACs now only have 4.0s of jam dissipation / duration -- how long the jam clears, or the jam-bar to fully dissipate from full. That means if you only shoot for 2.5s, you only need to wait 2.0s for the jam meter to fully clear.

> RAC2 now have 2000 velocity, 10 shots/sec, 0.64 damage/shot, 6.4 DPS, 3.41 Effective DPS (accounting jam), 375 ammo/ton to taste, 2.4 heat/sec

> RAC5 now have 1650 velocity, 8 shots/sec, 1.0 damage/shot, 8 DPS, 4.26 Effective DPS (accounting jam), 240 ammo/ton to taste, 3 heat/sec

Edited by The6thMessenger, 21 July 2017 - 04:48 AM.


#12 RestosIII

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Posted 21 July 2017 - 04:21 AM

View PostThe6thMessenger, on 21 July 2017 - 04:16 AM, said:

-snip-


I've never claimed I'm good at understanding the logistics of game balance. That's one thing I usually stay out of except for some minor things. But I can definitely appreciate when someone else puts a lot of thought and effort into thinking it through. Can we add on that we get some sort of audio cue to indicate that the bar is about to be filled to your list of things? :P

#13 The6thMessenger

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Posted 21 July 2017 - 04:22 AM

View PostRestosIII, on 21 July 2017 - 04:21 AM, said:

Can we add on that we get some sort of audio cue to indicate that the bar is about to be filled to your list of things? Posted Image


I would, but that sounds like beyond the scope of the topic. This is value balancing, not coding so you might wanna tweet russ.

#14 RestosIII

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Posted 21 July 2017 - 04:27 AM

View PostThe6thMessenger, on 21 July 2017 - 04:22 AM, said:


I would, but that sounds like beyond the scope of the topic. This is value balancing, not coding so you might wanna tweet russ.


Aaaaand tweet sent, for what it's worth.

There is one thing I'm curious about... When you say "and shoots at fixed 5s", does that include the spin-up, or just the actual firing?

#15 Tyroki

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Posted 21 July 2017 - 04:28 AM

RAC5's may have good damage on paper, but in practice it's very different.
Right now all they have going for them is utility through blinding the target.

They have so many downsides, and do so little damage without significant facetime.

What amazes me is that they even have the blinding aspect. Didn't AC2's used to do just that, but had the ridiculous explosion flare reduced significantly specifically because it wasn't fun? I don't see RACs keeping this for long.

Edited by Tyroki, 21 July 2017 - 04:28 AM.


#16 The6thMessenger

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Posted 21 July 2017 - 04:32 AM

View PostRestosIII, on 21 July 2017 - 04:27 AM, said:


Aaaaand tweet sent, for what it's worth.

There is one thing I'm curious about... When you say "and shoots at fixed 5s", does that include the spin-up, or just the actual firing?


Actual firing.

You spin up for 0.5s, you shoot for 5s, then jam at 5s. You do 32 total damage for the RAC2, 40 for the RAC5. And when you jam it only takes 4s to clear. Else if you only shoot for 2.5s and didn't jam, it only takes 2 seconds to clear the jam bar.

Also the RAC2 would have 2000 projectile speed, and 1650 for the RAC5. 2.4 heat/sec for the RAC2, and 3 heat/sec for the RAC5.

View PostTyroki, on 21 July 2017 - 04:28 AM, said:

RAC5's may have good damage on paper, but in practice it's very different.
Right now all they have going for them is utility through blinding the target.

They have so many downsides, and do so little damage without significant facetime.

What amazes me is that they even have the blinding aspect. Didn't AC2's used to do just that, but had the ridiculous explosion flare reduced significantly specifically because it wasn't fun? I don't see RACs keeping this for long.


The RAC5 actually have formidable effective DPS, if anything it's TOO powerful considering it's weight.

Like LRMs, i would say that RACs are also for fire suppression, it's just that the damage output for both weapons are badly placed. Such as the RAC2 doing so little, and the RAC5 doing so much. If that's not bad enough, we have to steady the stream which unlike lasers, aren't hit-scan so it's hard to land the entire "beam" that lasts at worst roughly 5s without pushing over red line.

And then we get to the RNG and stare aspect. 9.7s is stupidly long just to deal 95 damage for the RAC5, and 50 for the RAC2. It would do better if we could just have a shorter jam duration/dissipation, along with shorter shoot duration so we at least have consistent performance, with covers in between.

Edited by The6thMessenger, 22 July 2017 - 02:10 PM.


#17 The6thMessenger

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Posted 22 July 2017 - 03:26 PM

I was thinking, could we stand to increase the GH limit, even remove it?

The 4x RAC2 could do 128 damage for 5 seconds, as opposed of the 4x AC5 doing only 60, 120 with 4x UAC5 without jamming. But that's 4-tons heavier and would actually require luck.

#18 MischiefSC

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Posted 22 July 2017 - 04:10 PM

View PostThe6thMessenger, on 21 July 2017 - 01:05 AM, said:


*le sudden clarity that you could also bring lasers + missiles with RACs, making it a moot point.

The 2x UAC5 did that for 18 tons, versus 10 tons of just a single RAC5, that's one thing you could consider. Even then there's also difference in intended effect such as suppression, as well as considering damage dealt over the course of a long period like overtime at the course of a match as opposed of simple fleeting moments. Like effectively 3.90 DPS for each UAC5, versus the 4.2666 of the RAC5 would meant that at the same time it takes for the UAC5 to achieve a jam and fire again on average, the RAC5 would deal more.

You just threw away all of my calculations out of the window, despite being objective fact. Nice work.



True. But then individually, it's (supposed to be) a decent dakka platform, as opposed in having to go all that weight and crit-slot. It has something to do with what is economically better choice given a budget.



That's why i'm suggesting this tweak.



Well, my suggestion is centered around 5 seconds. The RAC2 doing 22.4 damage for 3.5s, and 28 for the RAC5. The UAC2 on the other hand, does only 11.1111111111111 damage when no jam, likewise the UAC5 deals 12.04819277108434 damage at the same 2s. At 4 seconds, would have been 24.09638554216867 damage for the UAC5, and 22.22222222222222 damage for the UAC2. Still below the RAC5 and RAC2's damage output at 3.5s, given with 0.5s of spin-up time handicap. At 4s flat shooting, the RAC2 would have dealt 25.6 damage, 32 for the RAC5 -- both of which are already much more powerful over UAC2 or UAC5s double-firing for the same duration without even jamming.

Look man, INDIVIDUALLY the RACs are much more powerful than UACs, that means they have better damage over a lighter package, than otherwise would have been by getting two of the UACs. Yes you can get 2 UAC5s over 1 RAC5, but that's beside the point, cause those two aren't really comparable once we factor in the cumulative ton, crit space, dps, etc. I have math to prove it, so there is that.

The charm of RACs is that they are (supposed to be) decent dakka platform ON THEIR OWN for their tonnage and crit-size allotment as opposed of having to go and get heavier combinations of dakka weapons - 6x AC2 macroed comes to mind. And then we get to the fire-suppression, that just annoys and scares people, even just block their sight so they couldn't aim properly.

Also lets face it, peppering enemies like you wouldn't believe is fun.



Regular PPCs are actually okay heatwise. The ERPPCs just comes off as too hot on some builds, that unless it's a PPC long range sniper it's not really that feasible over long periods of time.

I don't agree that PPCs are bad, but i do agree that RACs are bad, and in need of tweak, such as my suggestion.



True. ATMs need to lose minimum range, needs missile HP boost, and redistrbute damage to 2.4/2.0/1.6. MRMs need smaller spread and faster projectile. RACs needs this.

But right now it's an RAC thread, so stay at RACs.



Probably because you deal a lot more damage, provides fire-suppression. Also because it's probably lighter. (I don't know what weapon you referenced for that "40 damage every 4s", but assuming either UAC20, or 2x AC20, or 4x AC10 -- all of which are heavier over a single RAC5 that would also deal 40 damage)

And you gotta admit it's pretty damn awesome and fun. Besides, would you really prefer enduring 9.7s of stare over 5s? Just so you could do decent damage overtime including your jam duration?

But if it makes you feel any better, it would have taken 2.5s for 2x RAC5 to match that 40 damage, or 3.125s for the 2x RAC2 to match the same damage.


Except due to spin up, bad accuracy plus weapon size/weight in all actual in game practice the UAC5 wins. Even 1 to 1.

#19 Davegt27

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Posted 22 July 2017 - 04:22 PM

just think I did not even need math to figure out that Racs sort of suck
unless you catch some guy staring at the moon

I just put 2 RAC2s on the Grid Iron and took it into FP the Clan did not even pull back or turn away
so pretty mediocre for suppressive fire also

#20 MischiefSC

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Posted 22 July 2017 - 04:26 PM

Here's the thing. Your math is great - exactly what we needed to see. However the problem with RACs runs deeper. With the spin up and bad accuracy anyone who's even passable at the game can build a UAC version of the same mech that will play better.

Happy to test it with you if you want. Puck a mech, make a RAC5 build, I'll make a UAC build and we can 1 v 1.

UAC2s are indeed, even worse.





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