Kristov Kerensky, on 15 December 2011 - 07:02 PM, said:
Why keep the AC2/5, MG, SL, Flamer, SRM2/4? Simple, they are on the stock Mech configs, they give more options, and they do work on Mechs. They aren't real effective from the dps stand point, but since the BTech game isn't just about dps, their OTHER benefits, like low heat, causing heat on the target or long range, make them effective choices.
They are a waste of tons and space. The only real argument for keeping them is to keep the flavor for the original designs, that is it. Unless of course they introduce mixed arms and add rules that make them make sense in a real time game and can feasibly run through their ammo pools in about 5-9 minutes of intermittent firing, then yeah. Single machine gun would take 33 minutes 20 seconds of constant fire to deplete 1 ton of ammo if directly ported over from the table top rules. AC 2, 7 minutes 30 seconds. SRM-2 8 minutes 20 seconds. You get the idea.
Kristov Kerensky, on 15 December 2011 - 07:02 PM, said:
Ok, ERPPCS! Only need 4 of them to breach the armor, but that's also not enough to actually take core the Mech..and you are in shutdown at this point, heat spike from 4 ERPPCs doesn't give you the option to avoid that, so now you've REALLY pissed off your target AND you are shut down..and the target..it ain't cored, still a lot of IS left there. You can go with 6 ERPPCs, still won't core that Assault, so move to 8..it can be done, did it myself on a Dire Wolf.
If doing TT numbers you need 7 clan ERPPCs and that is assuming you shot at someone with 0 rear facing armor (never happens). If you are doing clan, why bother with ERPPCS anyhow? 10 Heavy medium lasers and an UAC20, with a pulse medium laser for kicks. I have your figures beat, at a lower heat threshold. 100 tonners are slow as passing a gall stone, so meh. Then again, I'm not sure which game you are pulling your data from so...