Khobai, on 05 April 2019 - 09:00 AM, said:
RACs still have the whole issue with the spoolup delay. The spoolup delay needs to be removed. Having that fire delay makes RACs absolute garbage.
No, it's not. It's how it's handled. 0.75s was fine.
Khobai, on 05 April 2019 - 09:00 AM, said:
Again I think going to a magazine based mechanic and removing the spoolup delay completely is the best way to fix RACs.
Again, you're wrong, it's the UACs.
Khobai, on 05 April 2019 - 09:00 AM, said:
because then you have no spoolup, no random jamming, and they can just keep firing until the magazine empties and needs to reload... which makes it consistent and predictable when its going to run out of ammo in the magazine.
Because again, spooling up isn't actually an issue. Random Jamming is just a matter of chance which can be taken out from the system, and "shooting until the magazine empties" is practically just like "shooting until the jam-meter is full", because it's the matter of limiting shots, whether you got a magazine of 30 shots, or a jam-bar that could let you fire long enough to shoot 30 times.
The Jam Bar however, has the plus of regenerating ammo-pool, which would work so much better with RACs because of their tendency to rapid fire. Likewise we don't have to recode it, it's just a matter of XML.
Toha Heavy Industries, on 05 April 2019 - 02:58 AM, said:
You are right about the durations but you took it out of context. You even quoted what i was on about. Guess i couldn't converse the message well.
Again, not red lining is the guaranteed DPS, red lining is additional DPS.
Again, you're right but you're also wrong.
I've said it before, it is situational. Red lining is an option not a must.
Having a good position where you can afford to red line is a situation where you want to gamble on additional DPS.
Consider this, 10s downtime to wait for a full bar gauge to dissipate, simmilarly 10s downtime to wait for a jammed weapon. This is a nobrainer, there is no extension of down time whether you let it dissipate or you have it jammed. Why is that hard to understand? If you aren't maximizing your redline, then you are losing out on DPS.
Toha Heavy Industries, on 05 April 2019 - 02:58 AM, said:
Beeing exposed for more then 10 seconds, knowing that you might or might not get a kill while red-lining and gambling on additional damage is not what you want to do. Maximize dps, actually let the RAC flip the coin, might work or you might end up with your pants down (jammed) infront of the enemy for 1 second of extra damage.
Ideally, you want to get the most out of the damage output but that doesn't mean you want to red-line in every situation.
I say that because i see it way too often ingame. Those are easy kills when someone is gambling on double taps or red lining and is quite literally losing the bet. They get the idea that they died because their weapon jammed or better said, their jam mechanic didn't worked in their favor. I'd argue that it's not the fault of the jam mechanic, it's the tactical error of the user which got him killed.
You're not there to kill, you are there to put out damage and sandblast with a chance to kill. You are also there to suppress, if you could put the shells near the cockpit.
Likewise, it doesn't need to be a whole 10s of continous firing time. The Jam-Bar dissipates waaay slowly for peeking. You could repeatedly poke in and out. But you do not have to wait for your jam gauge to dissipate, you could just redline it until you are forced to fully dissipate.
Toha Heavy Industries, on 05 April 2019 - 02:58 AM, said:
The point i'm trying to make here is that we shouldn't look at dps numbers alone, it doesn't represent accurately what's happening ingame.
Well here's the thing, the point of general DPS, is that it works at a general level. Having 5 DPS for a 10-ton, versus 5 DPS on a 14-ton means it has similar damage potential, for a lighter equipment.
Why ignore the differences? Because these are assumed to be when the equipment is used properly, which I assume we don't want to balance by potato.
I mean granted sure, of course, that's not what is happening in game. But ACs, UACs, and RACs are a matter of spraying enemies. It's not like Gauss that we capitalize on alpha damage, we have to operate on the assumption that ACs, at their best, are being sprayed.
Consider what Athom said:
Athom83, on 04 April 2019 - 02:09 PM, said:
RACs; I like the idea of of it jamming when it reaches redline. The problem with that is that it would then need a buff to DPS and a longer time before it redlines.
He is talking about buff to DPS and longer time to redline that should result to higher upfront damage, which I argued that is not needed, and shown some calculation.
The EDPS is normalized and more predictable, as opposed of the random-jam redline.
Edited by The6thMessenger, 05 April 2019 - 02:44 PM.