Posted 28 May 2021 - 07:49 AM
This whole conversation is what happens when a company is unduly shackled to the conventions of a franchise that is not at all suited to the new genre/medium the franchise's material is being adapted to.
In BattleTech-the-tabletop-game, light and medium 'Mechs can be fielded in greater numbers, repaired for far less cost, use more readily available weapons, and have advantages of tactical and low-level strategic mobility that all allow them to have a strongly relevant place in a commander's arsenal. Light 'Mechs are cheaper than other 'Mechs, they don't (usually) use esoteric and expensive weapons like PPCs or high-caliber autocannons, and they can get to somewhere unprepared to be receiving thirty-ton heavily armored visitors before any other grade of 'Mech can be there. Lights are your cavalry, your outriders, your raiders, your recon-in-force*. They're the fast-response guys that a commander uses when they realize they Dun Heckin' Goofed and left themselves open somewhere, as well as the guys a commander uses to maximize the opportunity when they realize the other guy Dun Heckin' Goofed and left themselves open somewhere.
Absolutely none of those roles are valid in MWO-the-closet-shooter. In all other class-based arena shooters, The Fast Guy has firepower roughly equivalent to everybody else - what he does not have is durability or longevity. In MWO the tabletop build rules unnecessarily penalize light 'Mechs with space and heat constraints for utilizing engines rated below 250 that other 'Mechs simply don't have to deal with. The traditional weapons of light 'Mechs - SRMs, medium and smaller lasers, machine guns - mean little in a game where even medium 'Mechs are all lugging around multiple high-caliber autocannons. Jump jets are one hundred percent ******* pointless in this game for anything save getting out of ditches in Canyon Network, absolutely worthless in any sort of tactical sense, which removes the easy and efficient jump capability of light 'Mechs from the tactical toolbelt they maintain in the tabletop game. A Javelin is dangerous in tabletop because it can jump behind you and blow its wad right up your thermal exhaust port; a Javelin in MWO has no such edge and thus is not considered dangerous.
If BattleTech nerds, 'Mech Dads, and also fans of The Fast Guy in arena shooter games want light 'Mechs to be widely considered as viable and useful as mediums and heavies? Things need to change. We need to discard some of the forty year old tabletop build rules. No more "Your engine's too small to have the same base heat dissipation as everybody else" ******** - ALL engines have the same base dissipation and heat capacity regardless of rating, and nobody needs to expend internal space on exterior-mounted heat sinks just because the forty year old tabletop game says so. Engine heat sinks just need to go away. Jump jets need to work better the less you weigh, not just weigh less, and jet reticle shake needs to be lower for smaller machines. HBS BT already made light 'Mechs harder to detect with sensor systems - the fatter a 'Mech is, the further out you can pick it up. That'd be a good boost to lights. And lightweight, short-range weapons traditionally employed by light 'Mechs need to either be introduced or need to stop sucking. The Cauldron did a lot of good there with the April update, but SRMs are still kinda bad and light 'Mech ballistic hardpoints are still a lolwut waste of space unless you have enough of them to boat a million machine guns. Which are, themselves, generally wastes of space that do not even slightly match the hit-and-run combat style light 'Mechs are forced to make use of.
Either we need Magshots/AP Gauss stat, or Piranha needs to be given the same permission HBS was to simply invent something that fits the needs of this game. It needs a ballistic weapon in the two to four ton range that can be made effective used singly or in pairs at the most, for all the light 'Mechs with one or two ballistic hardpoints they cannot effectively use. That weapon needs to not be a Care Bear Stare facetime gun like machine guns, and obviously it will have to have a pretty drastically short range to not instantly obsolete lower-caliber autocannons. My recommendation, so long as we're pie-in-the-skying this anyways?
SCRAP Gun
The SCRAP (Shot Cannon, Repeatable, Armor-Piercing) Gun is the creation of a dedicated consortium of engineers, scientists, and former BattleMech pilots seeking to address the decided lack of so-called 'Big Punch' weaponry available to BattleMechs below fifty tons. The SCRAP Gun is their answer. Often compared to a magazine-fed Claymore mine or a belt-fed MetalStorm weapon, the SCRAP utilizes large cases containing multiple projectiles and a propellant charge within a disposable structure designed to, more or less, guide the resulting shrapnel explosion in a generally towards-the-enemy direction. The SCRAP gun cuts weight by any available measure, including dispensing almost entirely with large, heavy barrels common to other ballistic weapons. Instead, the SCRAP gun uses a simple shroud designed more to ensure that the weapon doesn't backspray and damage its own firer than to accurately propel shot.
This construction allows the SCRAP gun to come in at a mere three tons, half the weight of even the lightest-weight of Clan autocannons, while packing an overall punch greater than an LB-5/X autocannon shot (7 damage spread across 14 subprojectiles). The drawbacks are the SCRAP's distressingly short effective range of only 90 meters, and the bulkiness and weight of its ammunition cases. Limited to only eighteen shots per ton of reloads, SCRAP Guns generally run dry much more quickly than other ballistic weapons.
While Great House military procurement corps generally consider the weapon dubious at best and see little reason for formal adoption, many of the light 'Mech pilots involved with the project are great proponents of the weapon. It has found a following in the arenas of Solaris VII, as the huge plumes of fire, smoke, and shrapnel it produces are all the pyrotechnic effects a Solaris gladiator needs. Specialist units within the House militaries have also begun experimenting with the SCRAP Gun, seeing potential in the weapon for high-speed raids or headhunter missions. It has also proven remarkably effective against enemy battle armor, making it attractive in the eyes of those seeking an answer to the Clans' terrifying Elemental troops. Lighter 'Mechs with SCRAP guns have begun seeing some introduction as escorts for larger combat units with little defense against an Elemental swarm attack - the SCRAP can easily scrub a victim clean of swarming battle armor with an acceptable level of friendly-fire damage to the more heavily armored asset.
...yeah, I know. Fat chance, Rei. But hey - why not dream? It's fun, and that's what we're all here for in the end.
*Yes, all "scout" BattleMechs are recon-in-force. Even the Spider. Even, in many ways, the bloody Ostscout. You don't send a thirty-ton fusion-powered war machine with multiple tons of vehicle-grade weaponry on a job you could otherwise send one guy with an ATV and a set of digital binoculars to do unless you intend for that thirty-ton fusion-powered war machine to indulge itself in some strikes of opportunity, should their reconnaissance unveil such an opportunity.