Cimarb, on 11 April 2014 - 05:08 PM, said:
I did more than a glance at that thread to write it all, and to be honest, I don't feel like repeating all that work right now.
So here is the short version: autocannons are classified by their DPS - read the descriptions in the rule books, or Sarna if you don't have the rules - and if two autocannons share the same DPS, they are the same class autocannon by definition. That means that the AC2 and AC5, if they share the same DPS, are BOTH either an AC2 or AC5.
The flavor text misses a lot of important factors -- there's more to weapon than just the /number rating assigned to it.
There's tonnage, crit slots, range, ammo, damage, heat, any secondary mechanics (i.e. pulse laser to-hit modifier, etc.) and on top of those you also have to consider the ratios between those factors. I.e. the Medium Laser does less raw damage than the PPC, but it does far more damage per ton of weight than the PPC.
If we look at the autocannon lineup, the core idea was that they had a higher upfront weight cost but less heat meant they didn't need as many heatsinks. Energy weapons were meant to have "hidden weight" in heatsinks to make up for their low weight. However, in actual practice, the hidden weight of energy was usually far lower than the upfront weight of autocannons. This, plus the very high risk of ammo explosions, made most autocannons suck balls in Tabletop.
Let's look at some examples from actual TT stock builds that were built by people who aren't very good at SSW:
Clint 2-3T: Replace the AC/5 and ammo with a PPC, Medium Laser, and heatsink. You now gain DOUBLED damage in the 10-18 hex range bracket, while retaining identical damage up close due to the Medium Laser. You also now have infinite ammo and no ammo explosion worries. And if you're desperate, you have the option to spike your heat to the sky by firing everything all at once.
Urbanmech R60: Replace the AC/10 and ammo with a PPC, 3 Medium Lasers, and 3 heatsinks. Your main gun now has 3 more hexes of range, plus you become more powerful within 9 hexes thanks to the trio of MLas. Also, no more ammo worries. Another straight upgrade.
Centurion 9-A: Replace the AC/10 and ammo with a PPC, 2 Medium Lasers, and some heatsinks. It gains the same advantages as the Urbie and Clint. Notice a trend here?
Commando 1-C: Remove the AC/2 and ammo for 2 LRM5, 1 ton of ammo, and 2 Medium Lasers. You gain 5 times greater damage at long range for only 3 hexes of shorter range, and you become 5 times more powerful in close quarters. You now can also operate even if you run out of ammo. If you really want more ammo, you can remove a Medium Laser for another ton of ammo while still remaining superior to the stock build.
Mauler 1-R: Remove the quartet of AC/2 and the 2 ammo bins to free up 26 tons to play with. Add in 2 more LRM15, 4 more tons of ammo, and some DHS. You'll have to switch armor from FF to standard to free up some critslots. The new LRM racks deal almost four times as much damage as the original 4 AC/2, while having a shorter range of only 3 hexes. Stuff the ammo in your head and legs to reduce the chance of it getting hit.
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What's the point of all of this seemingly irrelevant min-maxing? Well, the point is that using the TT definitions for how ACs should work isn't the best idea because the TT implementation of ACs sucked for the most part (with some exceptions like the '20 or future Light AC/5).
Let's look at the AC/2 in particular. The logic that was used in its design was a thought used in the creation of nearly all TT weapons: longer range = less damage per ton. The problem with the AC/2, however, was two-fold. Firstly, the amount of damage was so low that the extra range gain was never worth it. Secondly, other long-range weapons like LRMs could reach out almost as far as the AC/2 while dealing vastly superior damage. The recipe for a trash-tier weapon was cooked for perfection.
The AC/2 fundamental design actually makes it very very crappy in long-range engagements, in spite of having such a long range "on paper." Why is this, you ask? Well, the answer is simple. If you're peeking your head up to fire off a salvo at some unsuspecting enemy robot at very long range, you don't want to peek your head up very long. You want to stay exposed for as little time as possible, and maximize the amount of damage dealt by your long-range alpha strike. You want to be clean and quick. The problem with the AC/2 is that it does not deal enough burst damage to make it an effective sniper weapon. It is simply impossible for a 6-ton weapon with a burst damage of
2 to be truly effective in long-range sniper battles. It simply cannot happen. The only way you could make the AC/2 be a good sniping weapon is if you made it deal more than 2 damage per shot, and
then you could lower the RoF significantly to emphasize that you want it to be used from long range only.
The current role the MWO AC/2 fulfills seems weird compared to what the weapon was supposed to be in TT, but in reality that's the only role that the weapon can ever be viable at unless you change its burst damage. If it does a low burst, having it fire quickly means it can make up for that lack of burst damage if you get your target dead-to-rights. This usually happens in close quarters, where OPFOR has a hard time running away from you or taking cover from your shots. Yes, it feels awkward to take the long-range pea shooter and turn it into a medium-short range scrapper. But that's the only role it can ever be good at while it only does 2 damage for each click of your mouse.
Edited by FupDup, 11 April 2014 - 05:54 PM.