Just wanna play, on 30 June 2013 - 03:49 PM, said:
Combination numbers, range, and them travelling nearly twice as fast as the next fastest projectile weapon with heat low enough to alpha strike 6 of them back to back 3 times without real consequence.
This is when in tabletop firing 3 ER PPCs (and 2 streaks) over the span of 10 seconds, then firing another 3 ER PPCs (and 2 streaks), followed by a third time is a sure fire way to blow yourself up.
To compare, tabletop 9 ER PPCs over 30 seconds kills you, but firing 18 ER PPCs in the span of 12 seconds is "safe." A single firing of 6 ER PPCs with a green pilot is liable to cause more damage to yourself (due to losing consciousness, falling over, premature shutdown from the reactor's strain to power those things, etc) than you do the enemy, and that's with tabletop accounting for the concept you fire 1 shot at a time over the span of 10 seconds to total your 6 shots (so if evenly spaced firing 1 ER PPC every 1 and 2/3rd seconds for 10 seconds).
AC/20s work in line with tabletop (albeit single shot AC/20s are only supposed to be on a certain type of oversized tank and we're supposed to have multi-shot AC/20s dealing 3 to 10 shots in rapid succession totalling 20 damage). They're hot but not hot enough to be punished by the heat system, and always suffer from convergence issues and rarely pinpoint at less than 120 meters. It's true, we shoot them faster than TT, but we're also a lot less guaranteed to hit most things.
Edited by Koniving, 30 June 2013 - 04:03 PM.