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Now your response could be: "Waaaaat!!!!111111"
In this reconcept, i wanted to tackle the UAC mechanics. Almost always, the goto weapon for dakka is UACs, while the ACs themselves are capable, they aren't just as good as the DPS and then upfront damage the UAC provides. ACs have the range -- that's something, IS has single-shot slugs though with the exception of UAC10s and UAC20s.
Another gripe is that the UACs are unreliable. It's all fun and games when you're bursting double-shots -- but then it jams on you.
So this approach is that, why don't we just balance the UAC around the burst-fire instead? Remove the jam and accordingly increase the cooldown? Make it have lower overall DPS, but have good upfront DPS to further define roles between ACs and UACs? I think the UAC/RAC nodes could be repurposed to have faster ROF/Volley ROF instead.
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- UACs has 0% chance of jamming
- UACs have longer cooldown than standard ACs to offset
- UACs are burst fire -- Clans have +1 shells.
i.e.
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Damage: 2
Cooldown: 1.60s
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Damage: 2.5 x 2
Volley Fire-Rate: 0.08s
Cooldown: 3.45s
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Damage: 3.3334 x 3
Volley Fire-Rate: 0.07s
Cooldown: 5.50s
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Damage: 5 x 4
Volley Fire-Rate: 0.06s
Cooldown: 8.75s
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Damage: 1.0 x 2
Volley Fire-Rate: 0.08s
Cooldown: 1.60s
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Damage: 1.6667 x 3
Volley Fire-Rate: 0.07s
Cooldown: 3.45s
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Damage: 2.5 x 4
Volley Fire-Rate: 0.06s
Cooldown: 5.50s
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Damage: 4 x 5
Volley Fire-Rate: 0.05s
Cooldown: 8.75s
Now you might be wondering, "who would use that"? Well, people who wanted to save tonnage, compare that to the AC10 at 12 tons, you do 10 upfront damage for just 9 tons. It also helps that, you can still double-shot with the UACs with zero chance of jamming. Depending on what people would want, either we lower the adjusted cooldown to have it exceed the standard ACs, or surpassed by it.
So, what do you think? If you prefer a higher DPS version, perhaps we can just lower the cooldown:
Edited by The6thMessenger, 27 January 2018 - 03:05 PM.





















