While AC's have generally been discussed quite a bit since Closed Beta, I feel there is generally still balance concerns and issues plaguing them (Fire Delay's caused by netcode). AC's were gradually improved with better fire rates, while some (UAC) became half-broken with the inclusion of the Jamming 'Feature.'
AC's as a whole have strayed from strict TT fire rate's (1 shot of damage in 10 second turns) in order to make them viable in a real-time game, which is always going to be an area of concern for any Mech Warrior game. This approach brings them closer to their actual description/lore for what they were used for. Plus more Dakka is awesome.
The point(s) I'll be addressing here are ways to balance them in their current state and also other idea's for improvement.
[Balance Idea] Current Issues with Autocannon
- The AC/2 (the smallest caliber) was changed to 0.5 cool down with a DPS of 4, thus able to outperform (with damage over time) other larger/heavier AC's, especially when grouped together.
- Before the change a UAC/5 reigned supreme, but was given a jamming 'feature' (there was a developer comment that this will be changed, possibly to a longer cooldown when a 'jam' occurs)
- LB-X AC's still can't use Standard AC rounds and the LB-X Cluster Ammo doesn't function as a flak burst shot, so clusters spread out too much making 'effective range' pointless
The general idea that I had stated before was that AC fire rate's are not proportional with one another (or the one before it). The DPS rates became skewed or too similar with damage over time.
AC/2 - 0.5 CD - 4 DPS
AC/5 - 1.7 CD - 2.94 DPS
AC/10 - 2.5 CD - 4 DPS
AC/20 - 4 CD - 5 DPS
1 AC/2 can do more damage than 1 AC/5 in 1.5 seconds. Literally before an AC/5 can fire again, an AC/2 will have already done more damage (6 total). One would expect that as you equip a bigger gun, it can land more damage on target than its smaller counterpart. 3 AC/2's in 4 seconds also does 16x3 damage.
Now the problem here isn't that an AC/2 should be nerfed, it is simply that the fire rates should be adjusted ("buffed") so with each AC cannon one can expect a better damage payoff for the increased weight and decreased ammunition per ton.
(all current data can be viewed on Ohm's reference sheets)
If AC damage values are to stay as they are, these are the cool down rate's I suggested:
AC/2 - 0.5 CD - 4 DPS
AC/5 - 1 CD - 5 DPS
AC/10 - 1.5 CD - 6.67 DPS
AC/20 - 2 CD - 10 DPS
or separate AC/10 and 20 for balance with other weapon types
AC/10 - 1.75 CD - 5.71 DPS
AC/20 - 2.5 CD - 8 DPS (or 3 CD for 6.67 DPS)
The trade off here is better with these changes by simply having more even/proportional fire rates:
- One could take AC/2's to have better fire rate's and and more ammunition per ton (using 3 with current hard points or 4 with the JagerMech),
- or alternatively one could use 1 or 2 AC/5's (or 3-4 JagerMech) for better damage output with the increased weight and lower ammunition count for the same amount of heat output.
- The AC/10's and AC/20's then become the close in Mech Destroyers that they should be for massive weight, low range, high heat, and limited ammunition per ton. Outperforming the "Anti-Aircraft" calibers.
[Concept Idea] - Yet Another Autocannon Idea
The one thing I've always wanted in this game and other MW games is faster firing Autocannons (since it would so damn cool!), especially for smaller calibers. As for some Autocannon descriptions, and what they were intended for in lore, is somewhat different in their functionality for MWO. In the original concept design for MW5, AC's were shown firing very fast from what looks like a Mad Dog "Vulture":
If AC/2's or AC/5's fired that fast, I would use them all the time, even if the damage output wasn't insane as the Mech Destroyer variants AC/10 and AC/20. Just for the one reason: Its cool!
The AC/2 and AC/5, for example (and their Ultra or Light counter parts), are best considered as Anti-Aircraft weapons. The best examples of Anti-Aircraft platforms are the Jagermech and the Rifleman.
However, to achieve an insane fire rate, the damage output would also have to be reduced in order to achieve a similar DPS, so I created the following changes (and included EVERY AC):

What do we have here?
- Increasing fire rates further = reducing damage per shell + increasing ammunition per ton
- Addressing multiple issues; UAC's are going to be powerful no matter what, if AC's were to stay as they are, one can expect a Double Shot (20x2) functionality -> Re-interpreted UAC's as firing twice as fast (not double shot)
- RAC's are the insanity-mode AC's (6x faster firing, however I simply reduced that to 3x as fast)
- LB-X fire slower using Cluster Munition (fire at normal fast rates listed for Standard AC's using Standard ammo)
- DPS is still relative to user being able to land all shells on target and the ammount of ammunition they carry or whether those weapons become hit in battle rendering them useless
- Increasing fire-rate also means massive heat build up in short order, instead heat output for AC's could be changed to Barrel Heat. That is, the heat output affects the barrel, not the Mech heat buildup. Either way, it still affects how often you can fire or hold down the trigger.
- Barrel Heat could also cause Jams. Currently UAC's jam at random times, and will possibly change to a cool down. Let's say any type of AC barrel overheats, then it receives a specificed "cool down" period which acts as the "jam."
Edited by General Taskeen, 07 November 2012 - 03:45 PM.