CocoaJin, on 08 May 2015 - 10:05 AM, said:
Though I can see a Particle
Beam with an actual duration being a penetrator, especial the neutrally charged hydrogen atom beam. What we always seem to have in MechWarrior is a charged(so dissipating, as we see in game) projection with no duration...essentially a pulse...a particle cannon.
Like the charged, short duration lightning strike, penetration wouldn't seem to be a major feature of our PPCs. The jump on/jump off points along the surface certainly burn away(an effective way to ablate armor), but the internal damage is much less than the contact damage would imply if you assume it was impacted by a penetrator...
There is no through and through to cause additional damage like an AP, AP/HE or even explosive impact damage from a HE round propagating from the surface of the object inward.
That's not to say there would be no internal damage, or that it couldn't set off ammo, fuel or some other crit on the target...but when it comes to mechs, it would have to ablate the armor on a mech before it could do so...one damaging pulse at a time. Once in the structure, the vulnerability of internal systems should be highly susceptible to the PPC...like ballistics.
Please quit comparing a particle projection to lightning. It's not lightning. Lightning is used as a descriptor for what it looks like, and it's a fantastical one at that. Realistically, it's going to either be invisible or a straight, incandescent line through the sky.
What we have in this game is something that shouldn't even do any sort of damage at all. If you assume it's a ball of plasma, the shot just dissipates as soon as it hits air through a combination internal pressures, lack of structural integrity, and friction. If it's a plasma, it's also going to get easily scattered by EM fields. If you assume it's a neutral fuzzball of particulates, they are moving way too slow to do kinetic or thermal damage, let alone trigger an EMP event, and would similarly be scattered by air resistance.
There are also no jumping arcs onto and off of the surface of targets in these games, I don't know where you are getting that from, with the exception of the C-ERPPC, and that was just a balancing feature. The round smacks the target and it takes physical damage and suffers effects from various types of radiation. That's it. Nothing super flashy.
As for internal damage, it should be massive. As the beam is passing through material, it is exciting it, causing it to heat up catastrophically. This is all happening in fractions of microseconds, mind you. You can just cut little pieces out of an Atlas as you please, or blow up the ammo reserves, or rupture the reactor. We can't do all of that in the game because it would be OP as hell, obviously. The best we can say is that the armor is thick and the PPC is flash-boiling the underlying layers to explosively ablate large amounts of it in a single shot.
To wrap up, just let the PPC be a fantastical device and leave it at that. Our lasers are also wrong and we don't even have conventional ballistics that work like they ought to, even by modern fantasy video-game standards, all because TT has some abstractions that the computer games seem to think should be taken literally in translation.
P.S. Even if it's just a pulse lasting the duration of an eye-blink, it's still a beam. Particles
have to be travelling near light-speed for them to do any damage at all, which is why building a real one is such a major pain in the butt. You need both high current and high voltage, and that makes it a hugely power-hungry and energy-wasteful system. The USAF and USN have been looking into weaponizing particle projectors for decades and remain limited by power requirements.