Sjorpha, on 20 August 2019 - 08:32 AM, said:
Well, the point of ultras is to have higher burst but lower sustained DPS. They have to jam enough that the regular ACs win for long term sustain, otherwise they are just strictly better than normal ACs which wouldn't be a good idea. There are som other factors too of course but generally that tradeoff has to remain. It's natural that UACs make more sense for big guns that are more burst oriented, so it's possible UAC2s need a buff idk, just be very carewful so they don't obselete regular ACs.
if thats the design its certainly not how it works in practice, especially on the 2 and 5. one tends to boat 2s and 5s so that any jam time averages out and inevitably gives you higher sustained dps, and rarely stalling out completely (the heat usually gets you first). if you look at the amount of time you can fire sure the ac wins out, but when you look at the damage output of a burst sustained as far as it will go (due to either heat or jam) the uacs still put more damage down range and in less time.
you get up to the 10 and 20 then you got something you can peak'n'poke with. though the 20 suffers from the fact that you usually use them singularly and in a brawl, so a jam on that one can be fatal. i prefer the acs for brawling. and you do got the special case of the ultraviolet that cant tolerate the heat of 8 of the things for very long.
i think id have doubled the damage of the guns and also increase the base cd by about 1.5x. this would also come with an increase to burst size. each round would then do a 1/burstSize rng roll, the result of which accumulates in a value (lets call it cdMult). at the end of the burst the cd is determined by the baseCD+baseCD*cdMult. the resulting cd would be anywhere between 1x and 2x the base value. thus you get the burst damage niche filled but can no longer sustain barrage even while boating, and the equivalent acs can outsustain them.