I find with RACs you either love them or hate them. An IS RAC suffers from the lack of range that all IS weapons do when you are comparing them to Clan weaponry. Against a IS opponent I don't find there is a poor platform, but ideally you have a faster mech to get into an optimum position. What most RAC platforms lack though is solid second weapon system to punch holes in the target. As such they are relagated a supporting unit in the case of a RAC/5. RAC/2s are of a bit more dubious value. It gives you a decent crit seeking weapon at range 18, but how much do you really want to waste on 8 tons for medium to long range crit seeker?
Its a bit off topic, but, this talk of hole punch v/s crit seeking has me wondering something.
What size do you all consider a damage grouping to be a crit seeker v/s hole puncher?
Myself I'm thinking 1-3 Damage is a Crit Seeker since you tend to see those groups in lighter weapon options for lots of them and crit seeking is less about size of the hit than it is sheer volumes of hits.
4-7 To me is more "Sand Blasting" as you can get those size hits in volume but they are also taking away decent chunks of armor at the same time.
8-9 I'm unsure how to qualify the IS LL family (and LtGR & Med Range Snubbie).
Sand Blaster?? Hole Puncher?? Some 3rd name??
10-25 Clear Hole Punching here.
(Dayton feel free to tell me to move to new topic, but its only partially off topic since its about weapon combos)