Khobai, on 19 July 2017 - 05:32 PM, said:
Thats the whole point of the weapon. Its not supposed to be a peekaboo weapon its a facetime weapon. If you want a peekaboo weapon use a UAC instead. The RAC is for real men who dont hide behind rocks and want to walk out into the open holding down the trigger and murder everything. But right now the RAC just doesn't have enough reward for the risk involved in using it.
The peekaboo meta is the problem. Changing weapons to fit the peekaboo meta only reinforces the peekaboo meta. Changing weapons to be effective outside the peekaboo meta creates other options besides peekabooing. Thats what we need to do: create a monster of a weapon that defies the peekaboo meta.
Here's the thing, peekaboo meta is here to stay. It's just common sense that in a fire-fight, you ought to minimize exposure, and maximize damage, maximize durability too. Peeking only hurts you chances in the long run. In real life, you don't just run around shooting people like in COD, no, actual fire-fight training actually encourages cover to cover firing and moving up, not standing around in the open.
"Real men" you say, but they die while false men survive longer and get the job done.
But you know what, I agree, I want the RAC to be buffed, be DPS monster. But it being a DPS monster won't change the fact that staring into the enemy team increases the chances you could die, and in the end that's not ideal. We could buff the damage as a whole that makes staring even more likable, but that's just like the rocket launcher, a two-edged sword, it would make it so that you could just very well may die anyways like a Direstar. Or if its a 1v1, it could tread in the realm of OPness.
Likewise in the game, there's just not much chance you can stare enemy in the open, often times either you or the enemy goes back into cover, sometimes an ally goes in front of you and you have to start the spin-up time all over again.
We already have the long stare of death just so we could deal decent damage, that in it self already spits in the face of the peekaboo meta and shits on it's ******* front lawn.
Tweaking the spin like this only makes the weapon not as screwed over when staring for long isn't such a good idea. After all, only 0.8 / 1.35 damage/shot, honestly it's not gonna out-peek bonafide ACs, but it would at least be able to do small amounts of damage.
Khobai, on 19 July 2017 - 05:32 PM, said:
That gets rid of the RNG, rewards good jam bar management, and youre guaranteed to get 9 seconds of firing out of the weapon before it jams (if you let it jam). 9 seconds at 10.8 dmg a second is like 100 damage or something. Enough to make the RAC5 a solid facetime weapon.
Eh, 5 seconds is plenty. Just cut the jam duration/dissipation short.
The6thMessenger, on 02 July 2017 - 04:14 AM, said:
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General Changes:
- RACs Jam 100% when Jam Meter is filled.
- RACs do not fill Jam Meter while spinning, only while shooting.
- RACs having shot, don't need to spin-up, until Spin-Down is completed. During which they could still shoot without needing to spin-up.
- Always during operation, the weapon generates heat. Be it during spin-up, spin-down, or firing, it will generate heat. Like Stealth Armor.
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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
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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
Edited by The6thMessenger, 19 July 2017 - 06:09 PM.