I can't delete the post and re-post it. =(
So I noticed my Shadow Hawk SHD-5M would often run out of ammo when I had 2x UAC5's mounted on it. I tried various configurations and lowered the size of it's light engine to the point where I could carry 6 tons of ammo. This was enough to last the whole fight if I did well and was one of the last mechs standing.
I eventually came to the conclusion this configuration was untenable because the mech became too slow to maneuver away from danger and I'd get into trouble a lot. I decreased the ammo to 4.5 tons and brought the engine size back up along with move speed skills and resigned myself to the fact that the mech would run out of ammo about 75% into the match if I was doing well and I'd have to finish off whatever remains with the 2x SRM 4's and 2x ML's mounted on it. This isn't too bad since whatever enemies are left would likely be damaged.
I ended up swapping out the 2x UAC5's for 1x UAC20 and noticed a DRAMATIC IMPROVEMENT in firepower, though I still ended up having to lug around 4 tons of ammo to feed this monster weapon. That's quite an ammo tax for a single weapon mount.
(Additional in-game low ammunition experiences at bottom of post)
When dabbling around on the MechDB website I noticed some oddities in the damage / ton of various ballistic weapons:

1. The 10 caliber cannons get MUCH MORE damage / ton than the other calibers.
2. The ammo skills give a large boost in damage / ton to the highest caliber cannons and gauss weapons. This is due to the low number of base rounds those weapons have. (The Heavy Gauss overtakes the regular Gauss in damage / ton with the skill points)
3. Light and Heavy machine guns get MUCH LESS damage / ton from the ammo skills as a percentage than other ballistic weapons. (The MechDB site shows regular machines guns getting 92 damage / ton but that must be a bug on their site so I'll assume they get 252 like the other MG's.)
4. The regular machine gun # of rounds / ton is not an even multiple of 600. How very BIZARRE!? This is bad numerology that weakens the machine spirit of the code. (Some heretic dev must have done that intentionally...)
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It's somewhat embarrassing to have to point all this out. These are glaring inconsistencies that really should be fixed. What conclusions can we draw if things are left this way?
1. Players should avoid using the 2 and 5 caliber cannons. Their ammo tax is only acceptable if you mount 1x of them but it's a bad idea to stack these weapons together. They WILL run out of ammo unless you make draconian mech layout trade-offs. If you're thinking of building a mech around these weapons... don't. Choose something else.
2. The 10 caliber weapons are just fine. If you go ballistics, these are the weapons to focus on mounting.
3. The 20 caliber weapons are devastating enough and have enough alpha to still be viable but that's not really enough of a justification for them to have such a heavy ammo tax.
4. Now I know why the regular machine guns I mounted on my Arctic Cheetah SH last so much longer than the Heavy Machine Guns that came mounted on it. I had thought it was simply due to Heavy MG's lower # of rounds / ton but now I realize the ammo skills play a HUGE role as well. Heavy MG's get little benefit from the skills and regular MG's get a large benefit. Avoid Heavy MG's if possible folks or be prepared to pay a large ammo tax on them.
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I propose the following changes to fix these issues:
(Green = Buff, Red = Nerf)

1. The # of rounds / ton are all even numbers so they get evenly split between 1 ton and 0.5 tons. (The current 35 rounds / ton for UAC5's discourages players from splitting ammo into 0.5 tons to spread the risk of ammo being destroyed because doing so loses 1 round of total ammo.)
2. The 2 and 5 caliber weapons get the ammo they need to be viable in stacks.
3. The 10 caliber weapons get a TINY nerf to bring their Damage / Ton progression in line with the other caliber's.
4. The 20 caliber weapons get a TINY buff to make their Damage / Ton less onerous and bring their skill % improvement down.
5. The RAC's get a TINY buff to avoid the RAC5 from having an odd number of rounds and also make all their numbers (including skill bonus) an even multiple of 30.
6. The Gauss weapons no longer have sucky damage / ton. Their % increase in damage / ton with skills is normalized. Gauss weapons have plenty of other issues like charging the weapon to fire and increased destruction from crits to offset these buffs. These buffs are not a big deal. (I know a 25% increase in damage / ton from skills seems high but there's no way around it because of the low minimum numbers involved in their ammo bonuses)
7. High alpha weapons still have worse damage / ton than lower alpha weapons as a price to pay for the higher alpha.
8. The Light and Heavy machine guns now get the proper number of additional rounds from the skill points to be in line with the gain of the regular machine gun.
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Other low ammo stories:
1. I was testing out my new LRM mech in a match on Alpine Peaks. It was a totally different playstyle so I didn't understand the necessity of running away sometimes. An enemy Urbanmech charged at me on one of the slopes and I didn't run because I erroneously thought I could brawl it with my 2x SRM 6 Artemis. (I had already been damaged by some LRM fire.) It eventually killed me. (With help from some LRMs raining down on me too.) This Urbanmech went on to be the last enemy standing vs 2 mechs on our team.
One of our mechs had a pile of lasers mounted on one of it's arms. All of it's other weapons were ammo based and out of ammo. Our mech began to brawl with the enemy Urbanmech. I was wondering what in the hell was taking our 2nd allied mech so long to show up. I found out why when it finally did show up to help. It was a Rifleman IIC with only 6x UAC2's. He was out of ammo. The Urbanmech eventually shot off the laser arm of our 1st mech with it's lasers and proceeded to win the game vs 2 of our mechs because they both were out of ammo. VERY FRUSTRATING TO LOSE TO A FRIGGIN URBIE... =(
2. This same Rifleman IIC showed up in my next match on Emerald Taiga. I was pissed to see him because I knew he'd run out of ammo and he did. I died halfway through and he made it to the end. I was spectating him after I died and he threw out some serious damage and got some kills but he ran out of ammo with 2 enemy mechs left. We ended up winning and he had like 890 damage at the end.
I was very pissed at this Rifleman IIC running out of ammo in both matches but now I realize it wasn't that guys fault. Now I know the 2 and 5 caliber cannons are BADLY under-ammoed. (And the 20's to a lesser extent as well)
Edited by MechMaster059, 10 July 2022 - 06:38 PM.