Captain Nice HD, on 16 November 2011 - 07:51 PM, said:
Under the Solaris VII Dueling ruleset, the traditional 10-second Ground Combat Turn is subdivided into 4 Solaris Dueling Turns. Weapons are given different rates of fire, often firing multiple times during the span of a single full Ground Combat turn. However, the rate at which heat is dissipated is not affected. The number of heat sinks required to offset the heat generated by constant fire of an energy weapon is increased to the point where it can no longer fit comfortably within the tonnage saved by not using an autocannon instead. The functional result is that autocannons can actually leverage their relatively low heat to their advantage for a change, and thus maintain damage rates no traditional flashbulb could hope to compete with. Even AC/5s and AC/10s become frighteningly competitive. The frustratingly limited and highly explosive ammunition becomes less of an arbitrary hindrance, and more accurately the only thing keeping autocannons from dominating the field entirely.
This is pretty much needs to happen to keep AC's relevant in a real time situation. Frightening damage output, but handicapped by only having a certain number of shots. Plus is makes taking more ammo in designs a wise choice. A hunchback should be truly terrifying if you let it get near you.