Rebas Kradd, on 02 January 2014 - 01:38 PM, said:
You claim "practical" problems and then start talking in purely "theoretical" terms.
Here's practical for you: My Atlas gets torn up by both dual AC20's and quad AC2's all the time. The solutions involve not standing still and begging to be hit, not wandering around alone out in the open so I attract every K/D-obsessed Jagerboomer in the map, and using smaller and faster mechs so I'm way harder to hit.
There's a very big difference between your atlas being torn up by AC2s which do not ALL hit your CT and you getting hit for 40 damage in one spot in an instant without you having any ability to react to reduce such massive damage (unlike an AC2 which you can twist torso to spread the damage around).
Point is: If the dual AC20 was hitting you in a burst mode you COULD twist torso and prevent the 40 damage to one component. As it is now, AC40 jagers simply expose themselves for half a second, toss 40 damage and get back into cover.
That is the equivalent of ~2 LRM20s hitting a single component at once with insanely less heat cost than any other weapon (to reach said damage) with zero time required for the person firing the AC40 to expose itself to return fire (unlike the LRM which has to keep lock until it hits).
To make these changes functional the following changes need apply to ballistics:
1- Increased ammo per ton (obvious)
2- Significantly increased effective range. This is important since this would be the key benefit of ballistics. We are replacing the old balancing act of 'weapon tonnage+ammo tonnage cost and front-loaded instant damage' for 'weapon/ammo tonnage cost and max effective range'. Aka an AC20 would retain full damage out to 600m since it would be firing 10 rounds of 2 damage each in burst mode during the ~0.75 seconds it fires the rounds in.
Therefore a dual AC20 jager now would be firing his AC20s in rapid fire bursts of ~0.75 seconds that deliver full damage out to 600m. AC2's would have full damage basically out to 3km. AC5s to 1.2km. AC10 to 1.6km.
Mechs on the receiving end of a burst would not be hit in one location by the entire burst unless they were static. If on the move or moving torso the damage would get spread around the mech no different than a laser would. The big difference is the ballistics would hit for full damage out to very long ranges.