Autocannons
#41
Posted 10 November 2011 - 01:56 PM
#42
Posted 10 November 2011 - 02:00 PM
#43
Posted 10 November 2011 - 02:03 PM
Edited by Zyllos, 10 November 2011 - 02:04 PM.
#44
Posted 10 November 2011 - 02:03 PM
there were indeed more differences ie;
The Ultra Autocannon technology was originally developed in 2640 by Kawabata Weapons Inc, in response to Defiance Industries's request for a specialized autocannon/5 for their Sentinel BattleMech design. The result was a weapon that resembled the standard model only in the general damage that each round can inflict, as the KWI Ultra Autocannon 5 boasted a shorter smooth-bore barrel, modified breech mechanism, rapid-feed ammo reloader and specially designed ammunition.
While these enhancements gave the weapon an effective range exceeding that of LRMs and standard AC/5s, it most notably allowed the weapon to fire at twice rate of the standard model. Unfortunately, besides generating twice as much heat and burning through ammunition supplies twice as quickly, the extremely high rate of fire causes ultra autocannons to vibrate violently, leading to higher incidence of weapon jams. Though giving the weapon and equivalent volume of fire, because of these vibrations ultra autocannon fire is not as accurate as would be a pair of standard weapons.
Like many piece of advanced Star League technology, Kawabata and their unique weapon disappeared during the maelstrom of the Succession Wars, though the Clans retained and refined the technology, eventually producing variants in all autocannon classes. Thanks to the Helm Memory Core the Successor States regained the ability to produce the original Ultra AC/5 in 3035, and using this weapon and Clan-tech salvage were able to introduce Ultra versions of the AC/2 and AC/10 in 3057, finally the AC/20 in 3060.
#45
Posted 10 November 2011 - 02:06 PM
#46
Posted 10 November 2011 - 02:08 PM
#47
Posted 10 November 2011 - 02:13 PM
Edited by Zyllos, 10 November 2011 - 02:14 PM.
#48
Posted 10 November 2011 - 02:24 PM
#49
Posted 10 November 2011 - 02:27 PM
#50
Posted 10 November 2011 - 02:30 PM
So there would be semi-auto, burst, and full auto versions of each Autocannon.
In a given amount of time, they would all do the same amount of damage, but it would be spread out over different numbers of shots and be suited for different ranges.
Let's take the AC2 for example:
If I have a semi-auto AC2, it would deal 2 points of damage in the time frame, but only if the shot hit.
If I have a burst AC2, it would deal 2/# of shots per hit, so it trades the max damage and max range for being easier to hit with.
Finally, a full auto AC2 would deal 2/# of shots per hit, so that individual shots aren't very important but it's much easier to hit with.
Then players can pick the autocannon of their choosing, and employ the correct model for the tactics they want to employ.
#51
Posted 10 November 2011 - 02:31 PM
#52
Posted 11 November 2011 - 02:43 AM
I read about ammo cassettes somewhere, but misremembered it as fanfic somehow. I know it was not terribly long ago, because I was picturing something like the Metal Storm scheme for simplifying a modern gun by combining the magazine, chamber and barrel into one tube, except in BT's retro-future style they'd be lit off like a Roman candle rather than more realistically controlled. I imagine these tubes being loaded somewhat like how most guns today load cartridges, to satisfy the canonical specification that most fire cased rounds, with one turn representing one tube. Missile weapons could be kinda similar, I guess. This discussion aggravates my unfulfilled desire for guided ballistic munitions to supplement the guided rockets and unguided ballistics.
Edited by Owl Cutter, 11 November 2011 - 02:44 AM.
#53
Posted 11 November 2011 - 02:53 AM
#54
Posted 11 November 2011 - 05:09 AM
#55
Posted 11 November 2011 - 10:18 AM
I see stand AC like a semi-auto. Fires more or less on the trigger pull
Ultra is like a weapon with burst mode. fires 2-3 shots per pull.
Rac is full auto, but I don't know if mini-gun level is quite appropriate for the calibers.
#56
Posted 11 November 2011 - 12:22 PM
trulez, on 11 November 2011 - 05:09 AM, said:
That is actually what the missile defense system in Mechwarrior is.
Ultra ACs fire two shots at once, but can jam. So Ultras should fire twice as much per trigger as their normal counterparts, but be subject to jamming.
Edited by UncleKulikov, 11 November 2011 - 12:22 PM.
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