Admittedly, this is more of a nerf to UACs if anything, as they will for the most part have reduced damage output, they are however just more consistent. The comp players may like this because it's less reliant on RNG but more of something they can control.
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> Remove Jam
> Reduce Damage
> Increase CD
The UACs, the very staple of dakka. It leaves behind the basic ACs not just because of their DPS, but also because the upfront DPS of UACs should they not jam is effectively twice of the standard ACs. That means if you are lucky, they are basically 2x the power of a single standard ac, a UAC20 is effectively AC40, a UAC10 is effectively AC20 -- and at an extended range versus an AC20 as well. By average, the UAC5 with 15% chance to jam, it is essentially like having an additional 66.667% of an AC5.
As with the data on top, there is EXCESSIVE effective DPS after the fact of Jamming, that the IS UAC20 is hitting 7.8 DPS for mere 15 tons which is at 0.52s DPS/Ton, meanwhile a standard AC20 is at 5 DPS for 14 tons, reaching 0.35714 DPS, which is a really really high difference. This means that you ought to build UACs to maximize the DPS anyways.
While the IS could still have use for the standard ACs on account of single-slug, this is just not the case for CACs of the Clans, there is absolutely no point in taking them. Meanwhile the Clans enjoy unparalleled build flexibility which results something like the Dakka MCII-B as the Dakka Meta-Mech.
The Changes introduced will make it so that, well, the UACs are effectively functioning as AC40/AC20/AC10/AC4s, or rather AC34/17/8.5/3.4 respectively and go about from there. The reduction of damage output is necessary to not make the CD skyrocket, and for the Clan's side, this also gives more use with the CACs that which have higher damage/trigger-pull.
The UACs done this way will further punctuate their Burst damage use, while the standard ACs would still function as the basic rapid-fire cannon.
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> Jam on Redline
> Reduced Jam Duration and Jam Dissipation
The RACs for the most part is fun, works like a more starey-laser that you need to aim and lead, but it's also compromising. In most cases, you'd be running this thing redline, as the instances of fire are too short for the jam-bar to completely dissipate, and the fact that you build it up once you have to spin up again means that you are incentivised to shoot the whole burn to maximize it anyways. For the case of RAC2 doing 2.637 EDPS which is lower than AC5 if you are shooting it properly, it instead has 3.929 DPS when you are redlining it.
One more concern with this format is that with having RNG-Based burn-time, if RNGesus smiles at you, it could be incredibly be powerful and broken, it's frustrating to the other side that they are constantly burned down by the constant fire, that you effectively cannot fire because you are completely suppressed.
Because now it jams on redline, with shorter dissipation, it has less ability to lock-down opponents while at the same time more controllable, as one can simply balance the jam-bar with the gauge.
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> Much like LBXs, they no longer count towards ghost-heat.
The CAC, note that Clan ACs are just useless, they have little anything to do above the UACs aside from less GH penalty and lower heat overall, but honestly that means you are going to still lose on a lot of DPS/Ton. You can be more pinpoint with more ACs, but realistically just overwhelm them with superior DPS, works better and more fun anyways. The IS ACs can get away in most cases, because their standard ACs are single-slug, which has a massive difference. The CACs still doing the same burst-fire, means it's going to be spread anyways
The idea with CACs being separate from GH is that they can be used to pad the UACs. Lightweight and thereby build flexibility is what Clans have, and so the way to go around this advantage is to FORCE them to use more tonnage. By allowing them to pad their AC fire with CACs while enforcing penalty on UACs, this will force them to make use of more tonnage. They can either approach the game with DPS with less tonnage, or with pinpoint with more tonnage.
Admittedly, with the proposed changes to UACs, this mean that the CACs would have better damage/trigger-pull, and if anything a good way to differentiate the weapon. But effectively, they are still AC20/10/5/2 versus AC34/17/8.5/3.4. The CACs this way still allows Clan to make use of their tonnage to augment with more consistent damage, that which compensate with the reduction of the CUAC's damage output.
Edited by The6thMessenger, 31 October 2020 - 03:51 PM.