Just to help out, I have gone ahead and done some of the math to show how the change would work - so we all have a better idea of what to expect.
This info is from what I can gather from the Database as well as in-game.
Current Ravager:
The Ravager, as it currently works in FAF has a rough 2-second spin-up time, then it fires for about 4 seconds, and then it needs a 3-second cooldown before it spins up again. So, one complete fire cycle is roughly 9 seconds long. This could also be seen as a fire cycle of 4 seconds with a 5-second cooldown.
(I'm rounding a bit as the actual timings are in decimal points. Database shows a fire cycle of 8 seconds, but in-game, it seems more like 9 seconds.)
During these 9 seconds, the Ravager fires 15 Projectiles that deal 175 damage each for a total output of 2,625 per volley.
2,625 damage over 9 seconds gives you 291.66. (2,625/9 = 291.66)
So, a Ravager has a DPS of 291.66. (Database shows DPS of 272.87)
Using this info we can now get an idea of how it would work if the Ravager would fire continuously - Shedding out almost 300 Damage Per Second.
Improved Ravager (Increased Projectile Count):
Base Projectile Count: 15 (1 in 5)
Damage Per Projectile: 175
Projectile Count: 18.75 (1 in 4)
Damage Per Projectile is: 140
Projectile Count: 25 (1 in 3)
Damage Per Projectile is: 105
Projectile Count: 37.5 (1 in 2)
Damage Per Projectile is: 70
Projectile Count: 75 (1 in 1)
Damage Per Projectile is: 35
I recommend the middle option, 1 in 3, which grants up 25 projectiles for the entire 4-second volley. This is a 66% increase in projectiles!
Remember, this is just increasing the projectile count of the current Ravager whilst keeping the damage per volley the exact same.
Keeping this Projectile count, we can move on to see how it would act in a continuous stream:
Suggested Ravager (25 Projectiles & Continous Stream):
So, a volley would now have 25 Projectiles; and the fire cycle will now be lacking the cooldown and consequent spinup times (except the beginning spin-up time) - It would be difficult to know how long the Ravager would fire, so for this equation, we will not include the beginning 3-second spin up time. The Ravager also still needs to keep its original DPS meaning it needs to deal 2,625 damage in 9 seconds.
Again, the original timings are a 4-second fire stream and a 5-second cooldown.
With this new Ravager, it would be 9 seconds of fire stream with no cooldown.
So, that is a 225% increase in fire time. That means, 25 projectiles in 4 seconds, multiplied by 2.25, gives you 56.25 Projectiles fired in 9 seconds. But for simplicity's sake, let's round to the nearest whole number - 56.
These 56 projectiles must dish out the original damage of 2,625.
So, each projectile should be applying ~47 damage.
Hope this helps you all see how the Ravager would work with these changes!
Thanks!
~ Stryker