Dont LRM me please, on 09 January 2018 - 10:24 AM, said:
Also if AC's are supposed to be "multi-shot weapons" with small calibers then how come the AC/20 has less effective range than an AC/2? Isn't it based off damage done over time only rather than caliber? So if I have a 100mm AC5 and a 100mm AC20 with the same amount of propellant, what's determining the effective range? What if I have a 200mm AC5 and a 100mm AC5, why would they both weigh the same?? I find it such a silly way of classifying a weapon.
Easy.
Its based on damage over time and AC/20s fire (within the same caliber as an AC/5, 120mm) 4 times faster.
For example...
120mm GM Whirlwind/5 has a "painfully slow" firing rate of
3-4 shots per second (but only a 3 shot magazine), with a 4 second magazine (BT calls them cassette) changing time (reload/cooldown) in which you could fire it again within 10 seconds, culminating the Rapid Fire Autocannons rule from TacOps at the risk of potential barrel melting, explosive jams, etc. if you keep pushing this freedom.
(Ultra/5s have significantly less risk of issues, even though they do have a risk of jam... the risk is almost 4-5 times higher for a standard AC).
A 120mm Deathgiver (King Crab) fires specifically in 3 shot bursts and has 4 shots to a cassette, firing at twice the rate of the Marauder's GM Whirlwind/5 and only taking 3 seconds to reload.
So in the time it takes for the Marauder's 120mm AC/5 GM Whirlwind/5 to get off 6 shots (2 damage ratings), a King Crab's AC/20 120mm Deathgiver can churn 24 shots at the same risk for pushing the guns.
Meanwhile, in real life if the caliber is bigger, the effective range tends to be greater, provided it is not a rapid fire weapon (as recoil and other factors cut range).
As such, a single shot weapon such as a Rifle has short range for a Light Rifle, medium range for a Medium Rifle, and the 190mm Heavy Rifle has an effective range equal to an AC/5, for 8 tons, at a whopping 6 damage in a single slug, a stated maximum firing rate of 2 shots in 7 seconds (though in BT unless using advanced rules, you'd only use it once just like ACs) [figure the remaining 3 are spent aiming and then reaiming? The recoil of a Heavy Rifle can cause a mech lighter than 35 tons to fall over from firing it in fluff if they are not stationary).
Canonically, ACs max out at 2000 meters for actual range (not effective range, which is the range a typical pilot/gunner can expect to land ALL shots onto a target without undue difficulty, when accounting for movement, defensive action, etc. on the target).
Rifles max out at 2,000 (Light), 3,000 (Medium) and 4,000 (Heavy) meters. Again the likelihood of hitting anything even a stationary target at these ranges is something of a "miracle" or likely staged.
Also fun:
Since according to TechManual page 207 / 208.. AC/2 starts at 30mm and cuts off at 90 mm. AC/5 goes from 40mm to 120mm. AC/10 cuts off at 120mm (and I never found any mention of an AC/10 under 70mm), and AC/20 goes from 30 or 40mm (depending on which Author's Pontiac 100 you're reading about) up to 185mm in the IS and up to 203mm in the Clans...
its funny to think about this.
185mm Chemjet Gun is a 4 shot/20 damage weapon that only fires singly (one shot at a time but up to 4 shots under normal conditions and can be pushed to 8) and can land an "average" of 5 damage per shot.... which can also be fired over walls like an artillery shell by changing the amount of chemical propellant being injected prior to firing and the angle of fire...
190mm is a Heavy Rifle that fires a 21st ("22nd") century style tank-style sabot to get 6 damage against Mech and most tank armor. But against a Barrier Armor Rating of 7, and against structure, it nets 9 damage.
The 203mm UAC/20 exclusive to the Ebon Jaguar, the only mech that can handle its immense recoil due to its squat and wide nature, can fire up to 2 shots PER barrel in about 8 seconds in Ultra mode and must be stationary (fluff only) while firing. So out of 40 damage in a 10 second period from ultra, we get 2 shots per barrel. How many barrels?
I see 2 on the Prime config. So 2 per gun. That's 4 shots to net 40 damage. 40 damage / 4 shots = 10 damage per shot.
The math of Battletech does wondrous things. Well if you ignore some outlier authors. Some like to throw wrenches into **** 'cause they didn't do any research into weapons or don't give actual details.
For the interesting discrepancy of damage in the Rifle.. Remember it fires a sabot.
https://en.wikipedia...iscarding_sabot
No explosive power. Kind of like a Gauss Slug.
The UAC has explosive power behind its already immense shells, as all autocannons have as their default ammunition "HEAP" rounds which supposedly burrow in just enough to stick partly into the armor and then go boom.
Edited by Koniving, 09 January 2018 - 11:23 AM.