I really think the community is looking at this the wrong way. The devs have already said that not all the canon lore / TT rules will translate well into a computer simulation like Mechwarrior Online, I think that is the right approach. That being said, I think the overall discussion is a good one, but the focus of the conversations is a bit off. To me, lasers would have a greater recycle time than an Autocannon, even a single shot one. If we are going to quote canon and TT lore and rules, lets get it right, and correctly define Lasers and Autocannons
Being a Feddie...lets start with Autocannons. Going to Sarna.net here.
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 vs 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 classes: AC/2, AC/5, AC/10, AC20.
Beyond the "standard" models, variants include the shotgun-like LBX, quick-firing Ultra and the gatling-type Rotary. Light-weight variants and capital ship scale models also exist. The experimental Hypervelocity Autocannon has also entered limited production.[2][3]
Holy crap dude, I don’t know what that means?!
Basically, it means the Devs can start by including different types of Autocannons by rating. Meaning An Autocannon/5 could be done in say…3 ways.
Single shot Autocannon/5 = 5 Damage, Longer range than say, a 3 or 5 round burst, refer to auto cannon 100 round burst vs. 10 round burst above, with a decent recycle time.
3 Round Burst Autocannon/5 = fires a quick burst of 3 rounds, smaller caliber than above, same overall damage from 3 shots, less range, more spread, but faster recycle time than single shot one. Also more violent for the MechWarrior on the receiving end.
5 Round Burst Auto cannon/5 = fires a very fast 5 round burst, smallest caliber, shortest range (due to highest spread), but fastest recycle time and most violent jarring.
Ultra Autocannons would obviously recycle faster, hence the quick firing part.
Light Autocannons have less range/accuracy
Hyper Velocity Auto cannons = More range (kinda moot point, its experimental)
LBX auto cannons would be the most difficult to balance I think, mainly due to the fact that you would need to decide how much damage each individual “slug” causes in the LBX spread.
Rotary AC are not developed until 3060, so we wont concern ourselves with them for now.
That would be the most accurate representation of “true” TT/canon lore.
On to Lasers :
Laser stands for "Light Amplification by Stimulated Emission of Radiation", or a device that focuses an amplified beam of light on a small surface area. Lasers are popular weapons due to their low cost compared to other energy weapons and because they do not rely on ammunition, which simplifies logistics. Laser rifles are one of the most effective weapons infantry units have when fighting vehicles or 'Mechs.
Standard lasers cause damage by firing an intense beam of light at a target, flooding concentrated energy in the form of heat, which can melt material and overwhelm heat-sensitive electronics. The various Clan militaries do not use standard lasers, having phased them out in favor of more advanced laser types. All standard lasers are typically grouped into three broad classes based on their damage potential:
Small Laser
Medium Laser
Large Laser
Now anyone who knows anything about true Battletech lore understand that if we were to be completely technical, there are different manufacturers of each laser, each known for something, an increase in range, damage, better heat efficiency etc…
For simplicity these things are not included in the TT version of battletech, but for a simulation such as MechWarrior Online I believe you could do a lot to add depth by providing different types/manufacturers of laser systems.
Is my medium laser an Intek or a Martell? Is it a Maxwell or a Starflash II? You could easily pick 2 to 3 of the most popular designs and have one deal a bit of extra damage (for extra heat) one have a slice more range, and one have either less heat build up or better recycle time.
As for the argument of multiple beams hitting near the same location or the same location and the damage they cause, I will refer to : Binary Laser Cannon, aka the Blazer cannon, which I hope they include in MWO.
Binary Laser Cannon
Nicknamed the Blazer, the Binary Laser Cannon is widely considered a dead-end technology. Taking two large laser cores and fusing them together, the Blazer was designed to fire both cores at the same time, increasing damage penetration. In practice, damage yield proved low compared to the lasers firing separately, and the high heat generated by the Blazer severely taxed available heat sink technology of the time.
While research on the Blazer started in the Lyran Commonwealth in 2801, actual prototype models first showed up in the Free Worlds League in 2812. With the re-introduction of double heat sinks, the Blazer cannon is now a viable weapon
You, the community can decide what that means. To me, I believe that it means that multiple beams fired at the same exact time, in the same exact space would yield less damage than when fired separately, to further support my point of view, I reference the following :
Pulse lasers differ from traditional laser weaponry, in that instead of firing one powerful beam, they maintain several laser beams fired off in quick succession. While offering an overall increased rate of fire, the heat output also increases accordingly. Pulse lasers increase damage because they allow vaporized armor to dissipate from the location of damage. This allows subsequent pulses to reach the target area without being diffused by the vapor.
Just my point of view.
What is your take? /discuss
p.s. sorry for the wall of text, but you know you love it.
Edited by Azantia, 28 January 2012 - 06:29 PM.