tl;dr
tl;dr
Quote
}, "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:
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.
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.