I got bored so I went and calculated DPS and DPH of the new weapons and comparing it to other existing weapons I guess.
Plasma Cannon:
DPS: 1.86 with splash, this is comparable, slightly higher to LPPCs. cERPPC has 3 by the way.
DPS: 1.28 without splash, pretty meh pinpoint DPS. cERPPC has 2.
DPH: 0.92 with splash, the cERPPC has 1.03 with splash so this is actually less heat efficient.
DPH: 0.64 without splash, aaargh, somehow worse than the cERPPC's 0.69 without splash.
ORange: 540m, with same velocity as cERPPCs this seems fine, less overkill.
The heat damage is a total whatever at 0.25 heat.
Anyway, compared to cERPPC you can use 2PLCs for superior DPS thanks to its faster cooldown, should generally be easier to use thanks to that too as long as you don't shoot too much to overheat.
Beam Laser:
DPS: 5, slightly above LXPL but doesn't benefit from laser duration and cooldown quirks so effectively lower in most cases.
DPH: 1.66 (?), it has a ramp up/down mechanic like the flamer so this part is pretty vague.
ORange: 600m, pretty good range actually.
Ramp up: Fills the meter within 5 seconds of constant firing on the video, same as the flamer. If it's like the flamer then all mounted beam lasers ramps up when one is fired.
Ramp down: If it's the same as the flamer then it begins ramping down after not firing for 5 seconds and fully ramps down from full meter within 5 seconds.
It's supposed to be comparable to LXPL but the flamer ramp mechanic seems to hold it back.
SBGauss:
DPS: 4.28, significantly higher than IS Gauss' 3.53 but it comes in the form of 3 projectile spread instead, comparable DPS to IS AC/LB10 except with even more range and velocity.
DPH: it's gauss, basically no heat
Spread: 0.4, this is less than LB2, the most accurate spread weapon in the game.
Basically a superior gauss rifle as long as you don't strictly use it for sniping.
Explosion damage: 20
If it has same as gauss then 16 item health, I guess it's pretty vulnerable to crits? But meh, most people don't really know how to play with MGs.
AP/MGauss:
DPS: 1, less than HMG but this is pinpoint instant damage that does 2 damage per hit.
DPH: lol, 4 I guess?
DPHit: 2
Range: Comparable to std medium lasers, very workable.
Mount 4-8 of these on a Mist Lynx/Arctic Cheetah or an Locust/Javelin like they're HMGs and poke people at medium laser range like they're AC2.
Pretty annoying how the IS version is 2 slot so you can't do 10 MGauss Crael but whatever.
5 explosion damage but item health is not listed, but on an light mech if a limb lost its armor and got hit by a crit, then it's going to get destroyed anyway gauss explosion or not.
Thunderbolt:
5 DPS: 1.54, lower than SSRM 2 which weighs 1.5 ton less.
10 DPS: 2.7, lower than SSRM 6 which weighs 2.5 ton less.
15 DPS: 3.75, actually the same as LRM15 but weighs as much as an LRM20 which has 4.65 DPS.
20 DPS: 4.65, same DPS as LRM20 but at 15 tons it's just too heavy.
DPH: Whatever, same as IS LRMs.
Behaves like streak SRMs but with MRM range and goes for center mass like LRMs if the video is to be believed, terrible velocity and unclear indirect fire angle.
Seems pretty bad just from the weight alone, somehow even worse than LRMs are you ask me.
Missile health is supposedly 4 each which is pretty high but low count makes it very vulnerable to AMS regardless.
PAC2:
DPS: 1.33, the AC2 has 2.78 meanwhile, but if you're using the PAC2 for hit and run this shouldn't matter too much.
DPH: 3.33 not gonna overheat from these due to the longer cooldown.
1600 velocity instead of AC2's 1800, a total whatever, you're still going to hit what you want.
ORange: 600m, less overkill, pretty much plays the same except you can't snipe as far
Weighs 3.5, and 2 slots.
Compared to a single cAC2 (5t 3s). Might be slightly better for hit and run attacks where you can't expose yourself long enough for cAC2's better DPS to matter.
Alright, but what about comparing it to the cUAC2 which weighs the same as cAC2?
This thing is just bad.
PAC4:
DPS: 2, cAC5 has 3.57, cUAC5 has 4.04.
DPH: 2.66, hotter than cUAC2 or cUAC10s actually, but who cares with its longer cooldown.
ORange: 450m, still decent, should play almost the same as cAC5s with some range skill nodes.
Same deal as PAC2, better at hit and run but you could just not cheap out on tonnage and grab a cUAC5?
I guess some mediums might try these out since it's only 4.5t 3 slots instead of 7t.
PAC8:
DPS: 2.66, Huh, slightly more than PAC4.
DPH: 2.66, Huh, the same as PAC4.
ORange: 270m, bad.
At 5.5t 4 slots, just grab a cUAC2 unless you really want to drive close to someone's rear, blast them, and take off.
LAC2:
DPS: 1.33, AC2 has 2.78
DPH: 3.33, AC2 has 4, a whatever with the longer cd.
ORange: 540m, less overkill than AC2's 720m, at 1600 velocity instead of 1800 should play pretty much the same.
A very whatever weapon, I guess some lights might use 2LAC2 instead of 1AC2 to do funny stuff thanks to being 4t 1s instead of 6t 1s like the AC2.
LAC5:
DPS: 2.32, AC5 has 3.57
DPH: 3.33, still a whatever especially with the longer cd.
ORange: 450m, plays the same as AC5 with some skill nodes on range.
At 5 tons 2 slots you could just use an UAC2 instead which is 7 tons 3 slots?
Same deal as the PAC4, good for hit and run.
Edited by Ttly, 10 March 2024 - 06:03 PM.