Part of the issue with ROF is that major parts of the game - and its balance - are centered around damage per second.
For example, an AC-2 is an AC-2 because it deals 2 units of damage per TT turn (1 turn = 10 seconds), or an average of 0.2 units of damage per second.
Likewise, and AC-20 is an AC-20 because it deals 20 units of damage per TT turn, or an average of 2.0 units of damage per second.
And so on.
The canon armor values are set to balance against
that kind of damage.
A canon AC-20 offers an average of
2.0 damage/second.
A MW4 AC-20 offers 18 units of damage per salvo and recycles every 4.5 seconds, which amounts to an average of
4.0 damage/second -
double what it should be capable of.
These much higher damage outputs, combined with pinpoint-accuracy, are part of the reason that MW4 armor-per-section values are so much larger than their canon counterparts.
So, to maintain the canon balance between damage and durability (and we know that the Devs have
stated, "We are adhering very closely to the BattleTech® tabletop rules", so it is reasonable to assume that they will try to maintain the balance between stats wherever possible), an AC of any class would have to either have a slow ROF and do all of its damage in one go, or have a high ROF and fire several individually very-low-damage shells.
As an example, the AC-2 could fire one 0.2-damage shell every second (over 10 seconds, this would come out to a total of 2.0 damage), or one 0.4-damage shell every other second (again, this would come to 2.0 damage over 10 seconds), or one 0.5-damage shell every 2.5 seconds, or one 1.0-damage shell every five seconds, and so on.
The other ACs would/should also be expected to follow suit, to keep them balanced
against each other as well as
against armor.
As far as
knockback/"rock" goes, I believe that the ACs (among other weapons) should have it, and that it should be proportional to damage (that is, bigger, harder-hitting weapons should generally produce more knockback/"rock").
Your thoughts?