LordNothing, on 21 March 2022 - 12:37 PM, said:
im not against people running what is effectively this build. this was a great mech for solaris, but not so good in qp given how easy king crabs fall apart when being shot at from more than one angle. this thing gives up 10 tons and 10 slots for those six hmgs and their ammo, plus some extra slots if you want to case that ammo. if you were going to use 3x arrays you would need 11 tons and 12 slots for the same loadout. you will probibly want to use a pair of 4x arrays, that will cost you 13 tons and 14 slots with the same ammo. if you downgrade the mrms and remove endo or go standard engine and downgrade that you might be able to get 4. much of this build's charm is the other weapons, to approach using your hot weapons and then switching to hmgs when you get into brawling range, by which time you are hot and have an enemy with open structure.
the details of implementation matter. mgas can have 2-4 guns. if clan balance is an issue, you can give the clans 3x arrays and the is 4x. clans can always source more hardpoints on their omnimechs. a dire bringing the equivalent of 32 machine guns into battle would be absurd, and likely not able to survive engagements > 200m. it would chew everything it touched to pieces and squirrels especially would not want to mess with it. but getting that whale into a position where it can hurt the enemy would be a challenge. for balance sake limiting it to only 2 piranhas of firepower might be prudent. spheroid mechs tend to have not very well distributed ballistic points. a lot of them just seem to have a cluster in one component. an annihilator or night star would give you 6 4x arrays for the equivalent of 3 fleas.
2 piranhas or 3 fleas, whatever metric you chose, seems harsh. however machine guns force multiply with speed, as you generally use them to hunt mechs with open components with their high crit potential, mobility matters there. on a fatmech you dont have the mobility to hunt or the crit potential of multiple guns (mgas would only have the crit potential of a single mg of the same type, reguardless of size). it just becomes a range dps weapon. im not even sure mgas would be a good fit for my hmg crab, as the crit is part of its charm or that it would work out on any maximum machine gun build. a troll build at best.
the details of implementation matter. mgas can have 2-4 guns. if clan balance is an issue, you can give the clans 3x arrays and the is 4x. clans can always source more hardpoints on their omnimechs. a dire bringing the equivalent of 32 machine guns into battle would be absurd, and likely not able to survive engagements > 200m. it would chew everything it touched to pieces and squirrels especially would not want to mess with it. but getting that whale into a position where it can hurt the enemy would be a challenge. for balance sake limiting it to only 2 piranhas of firepower might be prudent. spheroid mechs tend to have not very well distributed ballistic points. a lot of them just seem to have a cluster in one component. an annihilator or night star would give you 6 4x arrays for the equivalent of 3 fleas.
2 piranhas or 3 fleas, whatever metric you chose, seems harsh. however machine guns force multiply with speed, as you generally use them to hunt mechs with open components with their high crit potential, mobility matters there. on a fatmech you dont have the mobility to hunt or the crit potential of multiple guns (mgas would only have the crit potential of a single mg of the same type, reguardless of size). it just becomes a range dps weapon. im not even sure mgas would be a good fit for my hmg crab, as the crit is part of its charm or that it would work out on any maximum machine gun build. a troll build at best.
I couldn't have said it any better my self. At least in roguetech the C MGAS may weigh less, but they also take up an extra slot. So that would be something ells to work around. So IS would be 3 C would be 4. Having variations of arrays would be a welcome addition now that I think about it.