Gonzo007, on 26 April 2014 - 02:45 PM, said:
hm, if thats true, they can keep that UAC to themself. Because..
The Ultra AC/20 is the largest bore Ultra-class autocannon. Like all Ultra autocannons, it is capable of twice the rate of fire of a standard autocannon, doubling its heat output and, potentially, its damage.
And what we gonna have in game? Crapper version of ac20, a something that deal less damage (a lot less damage) and probably have lots of restrictions (heat, price, weight and slots)
The Ultra AC/20 is the largest bore Ultra-class autocannon. Like all Ultra autocannons, it is capable of twice the rate of fire of a standard autocannon, doubling its heat output and, potentially, its damage.
And what we gonna have in game? Crapper version of ac20, a something that deal less damage (a lot less damage) and probably have lots of restrictions (heat, price, weight and slots)
This is because AC/20 was never done right in this game.
What PGI gave us are "Rifles", aka single shot tank-like cannons. It states there that they were obsoleted because they were too slow and their damage couldn't compete against modern armor.
It is worth noting that the largest Inner Sphere Ac/20 I have seen vehicle or mech is 185mm, rated at 4 shots. The only Heavy Rifle I ever found in a book was 190mm, 1 shot and apparently required the mech to manually pull the bolt to ready it to fire again (back when Neuro-helmets weren't as dangerous and dumbed down with the degradation of technology over 300+ years of war) and did 9 damage.
So think about this. 185mm, 14 tons, 20 damage, crappy range. 190mm, 8 tons, 9 damage, better range than an AC/5. Why would Autocannons be superior then? Easy. A single shot against modernized armor was degraded by 3 points, so you did 6 damage. Meanwhile that Chemjet 185mm AC/20 does 4 shots of what amounts to 5 damage but has hefty recoil limiting the optimum range. There you have it. 190mm, 8 tons, better range but single shot with a long reload time to do 6 damage against military grade armor, or 14 tons, 185mm and 4 shots to do 20 damage with an automatic reloading mechanism?
AC/20 has variants ranging from 100 shots (Victor; Pontiac 100) to 4 shots at the smallest shot count (Chemjet Gun, 185mm). I do note that I'm only listing the autocannons I have found either in TROs, tech manuals and books that specifically state a size and shot count.
Atlas Deathgiver 100mm rated at 15 shots. King Crab's 120mm Deathgiver rated at 12 shots.
Crusher Super Heavy Cannon, 150mm rated at 10 shots.
Whirlwind/5; the biggest AC/5 I have found in the books, 120mm rated 3 shot.
Ballistic ranges:
MG: 12.5mm (vehicle) to 20-25mm (Mech). 2 damage per 10 seconds.
AC/2: 30mm (whirlwind/L Blackjack-1; 10 shot) through 80mm; unspecified. Various styles from burst to automatic. 2 damage in 10 seconds, notes that shots usually took either half a second to a full second to recycle and realign, and magazines took between 3 and 5 seconds to reload. Automatics had no reload time, but did not feed as quickly.
AC/5: 40mm through 120mm (3 at 1.67[rounded] damage) with 80mm being the most common. Various styles from burst to automatic. Firing times between individual shots typically were between 1 and 3 seconds, with lengthier reload times (heavier ammo).
AC/10: 80 to 120mm. 100mm is most common. Various styles from burst to automatic. Automatic is much more common. Typically fired twice as many shots as the AC/5. Better feeding mechanism.
AC/20: 30mm to 185mm for Inner Sphere mechs and tanks. Larger for ships. Typically finished its payload in 5 seconds or less.
Pontiac 100 was a special case; the Victor spent the ammunition within 2 seconds or less but had to reload manually with its left arm. This resulted in problems with the ammunition feed.
"The Victor's primary weapon is a Pontiac 100 Autocannon/20 in its right arm; though some models reported problems with the ammunition feed, this was not a common issue."
An important note: Remember that Sarna is written by the fans, and many a tabletop enthusiast will say "takes off this much armor in a single shot." What they mean is AC/20 does 20 damage in a single turn, and yes tabletop puts all damage onto one spot. However, it also explains:
Quote
An Autocannon is a type of rapid-firing, auto-loading direct-fire ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) or kinetic rounds at targets in bursts. It is, basically, a giant "machine gun" that fires predominantly cased explosive shells though models firing saboted high velocity kinetic energy penetrators or caseless ordnance do exist. Among the earliest tank/BattleMech scale weaponry produced, autocannons produce far less heat than energy weapons, but are considerably bulkier and are dependent upon limited stores of ammunition.
Autocannons range in caliber from 30mm up to 203mm and are loosely grouped according to their damage versus armor.[1] The exact same caliber of shell fired in a 100 shot burst to do 20 damage will have a shorter effective range than when fired in a 10 shot burst to do 2 damage due to recoil and other factors. Autocannon are grouped into the following loose damage
Autocannons range in caliber from 30mm up to 203mm and are loosely grouped according to their damage versus armor.[1] The exact same caliber of shell fired in a 100 shot burst to do 20 damage will have a shorter effective range than when fired in a 10 shot burst to do 2 damage due to recoil and other factors. Autocannon are grouped into the following loose damage
It later goes on to explain that the optimum ranges are due to recoil "and other factors."
Quote
Autocannons range in caliber from 30mm up to 203mm and are loosely grouped according to their damage versus armor.[1] The exact same caliber of shell fired in a 100 shot burst to do 20 damage will have a shorter effective range than when fired in a 10 shot burst to do 2 damage due to recoil and other factors. Autocannon are grouped into loose damage classes.
You could take "loose damage classes" to mean that there is some play and flexibility there as well.
I don't have a collection of UACs, but it should be noted that the only LBX of the 2-rating I found is mentioned as 20mm.
The only UACs I do have specifically mentioned are between 80mm and the highest is 203mm (belongs exclusively to the Cauldron Born).
To mention it for the chart above, UACs did single or double the damage in a time slot so UAC/2 does 2 or 4.
UAC/5 does 5 or 10.
UAC/10 does 10 or 20.
UAC/20 does 20 or 40 in ten seconds.
In MWO however, here's the weapon chart before the recent AC/2 nerf.
Spoiler
Note that while the AC/20 does 60 damage in 10 seconds time, the UAC/20 does 140 damage in 10 seconds time. Paul just decided to spread it more with some lore but fail to apply lore to the rest of the autocannons.
Paul's decided "5 shot" UAC/20 actually follows the Hunchback 4G's Tomodzuru 180mm AC/20, which was confirmed from the Mechcommander development team to have been stated as to them for the purpose of making their introduction video to be a "5 shot burst." 20 / 5 = 4 damage per shot in 1999.
Count the shots from the Hunchback before the pilot ejects.
Strum Wealh, on 26 April 2014 - 04:27 PM, said:
Actually, the Rotary ACs had four separate ROF settings (with a progressively increasing likelihood of jamming for each mode), versus the UACs' two settings - RACs could fire in standard-ROF mode (fired a single shell per TT turn, 0% chance of jamming), double-ROF mode (fired two shells per TT turn, 2.78% chance of jamming (roll result of 2)), quad-ROF mode (fired four shells per TT turn, 8.33% chance of jamming (roll result of 3 or below)), or hex-ROF mode (fired six shells per TT turn, 16.67% chance of jamming (roll result of 4 or below)).
I'll give you that because truth is I haven't been studying RACs. Been sticking in the 2900s to 3052 era for my tech research on autocannons to make a case for them.
Edited by Koniving, 26 April 2014 - 05:00 PM.