YEEEEEHAAWWWW, Aru time again.
And not necesseriely a typical ARU mech...but still...there is everything you desperately want (NOT) in your assault mech :
-- 3 different weapon types (and targeting and range profiles)
-- 2 different ammo types (oh wow this time ammo placing is actually....understandable maybe UACammo in one leg since you wont get hit that much on your leggs driving a longrange mech and your torso has many emty crits that perversly will increase the chance of your ammo getting hit after armor penetration)
-- Weapons that couldn't be more contrary so you hardly can use them at the same time, always carrying useless balast...that gets the good ol myomer muscels in right shape buddy but won't be a real aide in most battles (maybe remove ASRMS and ammo ... then remove FF armor and fill the remaining tonnage with heatsinks)
-- long burn times (or the need to fire weapons for many rounds to do meaningfull dmg)
(oh how I do love making such builds with mechs that hardly fit through the loading hatch of even the largest dropships)
-- Surprisingly....its ....its faster than 50kph and no 300 standart reactor either
Are you sure ? That XL reactor in a Kodiak could be a reeeeaaaaaaal survivability issue ???!!!
The issue with smal ACs is that they nether have the DPS nor the single hit dmg to justify their weight in smal numbers.
Think of it...even...say Direwolf (if skilled) will make 14.6 m/s. He has 6 UAC5.
The range advantage of UAC2 to UAC5 is 180m
He'll need 12.3s to cross the gap between his and your optimal range.
Lets say you noticed him a second before entering your optimal AC2 range (810m)
You turn and both of you start to fire.
KDK4 with ER LL realy, realy going for it, not only doing the susstained dmg but giving the heatsinks realy something to do.
Firing ERLLasers with nearly 7dps and the UACs at 5.6dps (sure he will overheat after some seconds 8secs at full rate chaining the lasers with max speed without penalty and constantly firing the UACs)
At the same time the Dire just lumbered forward at you twisting away distributing dmg and started doubletapping his UACs every time he looks at you between twisting.
In that time the KDK4 did around 100 dmg if everything hit and without jamming before shutting down after 8s of firing.
So what dmg could the Dire do in that time?
UAC5 optimal range 630m (5 dmg) and max range 1260m (0 dmg).
Since the dmg reduction is a linear (yea its beyond ...what ever
) function you can use fractions.
So his dmg reduction would start with (180/630)*100=28.6%
He would do 25.7 dps at start of his walk and improve to 36 dps when reaching optimum range. (without jamming and only singletap ignoring ghostheat)
Thats an averange of 30 dps.
Now a UAC5 can't be fired with 6 guns and no ghost heat...and honestly .. its completely irrelevant since the maximum susstained dps of the direwolf would still be 11 dps, without doubletapping ....thats nearly the value of the KDK4 without considdering its heat.
Lets just say the KDK would be dead long before the Dires armor gets orange.
The point is, throw away the SRMs and their ammo and at least instal UAC5 instead of UAC2 its just better bang for buggs...the lasers are still too damn hot.
Edited by The Basilisk, 30 October 2016 - 08:55 AM.