Iceheart Star, on 12 August 2025 - 10:16 AM, said:
Because of the massive variance in custom options for 'Mechs, I had to go with no-skills, 100% stock numbers to simplify things. So your points are fair, but the fact remains that a railgun will cleave off a large portion of a target's armor, especially compared to other weapons, and thus leave the target vulnerable to follow-up hits either from the railgun or other weapons.
The movement issue was one I had not considered, and is very much something that should be accounted for. However, it is not much of a task to set the Railgun in a different weapons grouping than the secondaries, allowing for a leading shot with the railgun and then a follow-up attack with the other guns a few moments later. Slow 'Mechs will also suffer from the railgun, as cockpit shake and velocity differences don't do that much when the enemy is moving at a snail's pace.
No player who knows what they're doing will forego both the Armor and Structure skill nodes unless they're trying something they know is stupid, for the laughs. The benefits you get from those nodes far outweigh
any other options - so when we're talking balance, you actually do have to assume those nodes are active. On the same note, stock builds
are not optimized or viable against equally-skilled pilots. Some are better than others, but nearly all of them fall far, far short - the few exceptions prove this rule. Thus, you also
always have to assume optimized builds. Stock numbers are wrong numbers, when analyzing balance.
As for follow-up attacks with separate weapon groups... Well, I mean you
have to put the railgun on a separate group - it has a charge mechanic. Reticle shake is also a much more significant drawback than you seem to understand. But even without that, it's not so easy to fire two separate volleys, at two different velocities, at two different times, and get them both on the same component - particularly since the pilot has to adjust to different timings at range. That's the reason the Noble's single-shot AC was a benefit of that chassis, and kind of why the Clan LRM buff should be significant. Clan fanatics on these very forums
still cry about their auto-cannons firing in bursts, and even landing all of a single burst from my my Fafnir's UAC/20s on the same component of a moving target is challenging - even when it's big.
We also haven't even discussed torso twisting, convergence, or jump jets... or heat efficiency, with the tonnage and space demands of the Railgun compared to the tonnage and space needed to cool those supplemental energy mounts. So yes, the weapon needs - and will have - close scrutiny, but it's far too soon to assume a fallen sky.
Bassault, on 12 August 2025 - 12:21 PM, said:
What? Where are you even getting these numbers from. A centurion has 100ish armor on the CT, that's only 40% of it's armor.

He assumed stock numbers in an attempt to find a baseline due to 'mech customizability ; he's been corrected.
BlueDevilspawn, on 12 August 2025 - 10:20 AM, said:
It's fine to just pick an example, but balance decisions are done assuming full skills as well as min/maxed mech builds. Balance decisions using TT are useless.
Hey, speaking of balance decisions, the So8 Medium Laser Family heat quirk for the Gauntlet-10B is actually -5%, not the -10% the patch notes claim. Do you know whether it's actually going up to -15%, or are they adding -5%, and someone mis-added the math in their head to produce the typo?