If players are already inclined towards boating ACs in the first place, half a ton per ballistic weapon won't make much difference for them. At the same time, looking at this from clanners' PoV, laser vomit gives them greater benefit than even carrying the lighter autocannons. I have yet to use Clan UACs/LBX Solid shot (will give a try if I get the chance to - I really want to give the UAC20 a go) but I don't buy that the burst fire is a bigger reason than the ability to utilise them effectively weight-wise (unless you're a Daishi or Masakari). Again, I would also like mechs which stock configs comes with autocannons to be more effective without so much having to get the free weight elsewhere.
The spiderurbie may be able to carry 3 tons of AC10 ammo, but we can't really see if that will remain the case if the player carries an AC20 instead. He can sacrifice armor, but then the little guy won't be tanky enough to call himself an Urbie, yes? (Granted, the AC20 variant did sacrifice 2 tons of armor as well and this would still be in line with that variant)
Lastly, I took CW into account, thinking ballistic weapons just need that little bit more durability to them even after taking into consideration that was supposed to be one of its tradeoff (isn't paying that much weight enough tradeoff, at least on lighter mechs, anyway?).
Between increased ammo per ton, enabling endo/ff unlocks on all clan mechs and making ballistics lighter, this was the most balanced solution I could come up with. Increasing chances of ammo cookoff or gauss explosion damage should be big enough of a tradeoff for ballistics carrying enough rounds to fire with impunity whether this ammo idea gets introduced or not.
In spite of my counterarguments, however, I do agree with your assessments to a certain extent as well.
Edited by Matthew Ace, 29 January 2015 - 06:18 AM.