razenWing, on 04 December 2018 - 08:13 PM, said:
I don't know... how much energy in a stinger missiles vs a tank round?
(also, that percentage can be dependent on range, but there is no velocity decrease for missiles across it's expected range)
Considerably less in terms of damage to armor. Of course one needs to put into consideration the kind of tank round, caliber, etc...
And also consider that while MWO is using large tank rounds... the source material used anti-aircraft autocannons. Actual tank-round firing weapons do exist in Battletech and they are called "Rifles." An 8 ton Heavy Rifle fires a 190mm tank round (that's a lot closer to a large howitzer shell) for 9 damage against structure and 6 damage against military grade armor.
Compare that to a 40 to 120mm Autocannon/5 that's 8 tons with identical range and at its highest caliber in Battletech lore, fires an "painstakingly slow" (for an AC) 3 shells per second at 120mm in order to net 5 damage.
Or to an 80 to 120mm AC/10 that's 12 tons, has reduced and manages just twice the firing rate of any given caliber of AC/5.
Also:
From Quora:
"The
stinger missile warhead is neither a KEP nor a HEAT. ... so, even if, by some fluke of chance, you are able to shoot a
stinger missile onto a
tank, and even if (again, very unlikely) it would be able to hit said
tank, it
will never penetrate the armor and do any damage." So if this is true (I was 13-Mike and my specialty was MLRS, so I haven't as much tank/anti-tank experience as I'd like, but I can tell you the AT-4 was generally much thicker than a Stinger....and it had no guidance).
-----------
Missiles in Battletech sacrifice a lot of guidance capabilities in order to have more punch.
This is the 1980s fluff in regards to missiles. Here, they're effectively pretty dumb, and the overall reason is pretty simple.
While the source's canonicity changed in the late 2000s due to a new company, legal issues with the flamboyant use of Harmony Gold sensitive imagery, and numerous retcons made since then, it was canon for nearly thirty years. Furthermore, many articles in BattleTechnology are in Catalyst's Tech Manual, virtually word for word in terms of how mechs and some things work. There are notable changes. For examples minimum range after the Clan introduction for LRMs shifted from IS missiles were lobbed into the sky and Clan missiles were fired directly at you to a safety system that if used, Tech-Ops, means that if you fire under the min range the penalty to your accuracy is whether or not you shifted the arming range to something close enough to hit the enemy before it gets into your face. (What's neat about that, is the IS has the option to hot-load them which means they are armed in the tubes, and that if the launcher is hit they explode in the launcher... What makes this fair? The Clan missiles are always hotloaded, so any hit to the launcher automatically detonates any ammo currently loaded in the launcher).
PPC here also had a retcon, rather than it being attributed to "zomg PPCs are heavy and hard to swing around quickly" (as at the time all PPCs were either in the arm or held like a weapon in the hand, there were no torso PPCs at the time) to "they have a field inhibitor that will slow down its charge up in order to prevent damage, though you can switch it off to fire it immediately at your own risk".
In general, MWO missiles are FAR smarter, far more capable, and almost as deadly as they are in BT. They combine standard LRMs with
Semi-Guided LRMs and NARC-enabled LRMs
Its just that in MWO...everything else outclasses it with faster firing rates for full damage. In BT a single LRM-5 could pump up to 5 damage in an almost focused area of an enemy (4 out of 5 hit LT) where in MWO it spreads a bit, and you could get it for something like 2 tons plus a rack of ammo rather than 8 tons for an AC/5 or Heavy Rifle 1 ton plus more heat problems for a medium laser. It gave players an option against long range threats and it was imposing enough since your average light mech had somewhere around 8 to 16 units of armor on a leg instead of 32+.
Its just a fact of how MWO is. It sucks, I know. So many tactical options, so many ways they could have gone about gameplay. So many things they could have done to have a wide, expansive and varied set of weapons.
Even Harebrained Schemes' Battletech went the cheap road on variants. Rather than genuinely unique variants that feel different while fitting the class of weapon, they went the RPG route of "+2 damage" and such. I'm afraid MW5: Mercs will do much the same. I'm actually disgusted that like HS/BT it seems to be favoring big cannons as opposed to the canonical and much more practical fully automatic weapons they were.