Graphite, on 25 January 2012 - 03:58 AM, said:
This is getting OT. Thread is: should we boost ACs with the (official, optional) Tac Ops rapid fire rule, to stop them being second class weapons? (My paraphrasing

)
I think that autocannons should be designed such that they are not "second-class weapons", without requiring a secondary mode of fire.
And from what I've seen on the forums, the assumption that autocannons will be "second-class weapons" is based on the assumptions that:
- Lasers will have similar cycle times to autocannons
- Grouped laser fire ("laser boating") will be able to concentrate damage as effectively or more effectively than autocannons
- Autocannon ammunition will not last long enough to make autocannons a viable weapon in combat, considering miss chance and damage output
- The additional heat generated from firing lasers vs. autocannons will be offset by the light weight of lasers, actually allowing "laser-boat" 'mechs to dissipate heat more effectively than autocannon-equipped 'mechs
Each problem, respectively, can be solved by:
- Making sure lasers don't have too short of a cycle time (except maybe pulse lasers)
- Prevent grouped weapons from all having the same impact point, particularly if firing while moving (I also kind of like the idea of allowing a more precise "aim" for holding the crosshairs steady on a target while stationary, vs. running-point-and-shoot)
- Autocannons are an "aggressive" weapon, so make them give out higher rates of damage with a short cycle time (a.k.a. "high-DPS"). The trade-off for ammo dependency is the ability to cripple or destroy enemy units faster than they can destroy you.
- It's fine as long as it's still a trade off: use energy weapons and have plenty of heat sinks and run cool but have lower DPS, or use ammo-dependent weapons and run cooler with higher DPS (until you run out of ammo), or run with a mix of weapons and fewer heat sinks and accept that you will periodically have to cease firing to cool down.
So I see no real need to have an option 1.5x mode. It just creates more complication in using the autocannon, and creates an additional feature which has to be balanced from a design standpoint.
Strum Wealh, on 25 January 2012 - 07:20 AM, said:
I disagree.
What the risk of jamming does is encourage player discipline - "let up on the trigger or you'll jam your weapon and won't be able to use it any more!"
I disagree. Jamming gives you a 1-in-8 chance of disabling your biggest and most powerful weapon the first time you fire it, and possibly even blowing yourself up with an internal ammo explosion; within a TT "sim" this adds some flavor to the weapon, but within a competitive video game, it just tells people they shouldn't be using autocannons.
Strum Wealh, on 25 January 2012 - 07:20 AM, said:
What lowering the ROF without the risk of jamming does is let one fire continuously (at least, until one runs out of ammo), which encourages "lead-trigger"/"spray-and-pray" gameplay.
No, letting people fire continuously lets people fire continuously. Though limited ammunition certainly should make people consider the usefulness of that tactic!
Strum Wealh, on 25 January 2012 - 07:20 AM, said:
Without the risk of jamming (or some other, similar limiting mechanic, like worrying about "barrel overheating"), ACs turn into the continuous-fire "bullet hoses" that they evidently were not meant to be (that's what MGs are for), rather than burst-fire weapons.
Or you can just make them weapons that fire a burst, then have to reload for a few seconds while the feed unit brings in the next casette "round" of ammo.
Strum Wealh, on 25 January 2012 - 07:20 AM, said:
Looking at the description for Ultra ACs found in the Tech Manual (pg. 208):
Part of the entire point of the Ultra ACs is that they have two different rates-of-fire: the lower-ROF setting, where they function identically to the same-damage-rating Standard ACs (while being heavier and having a slightly longer effective range) and the higher-ROF setting, where they double the ROF, putting twice as many shells in the air per unit time and allowing them to "dish out twice the punishment in the same amount of time" at the cost of increased ammo consumption, increased heating, decreased accuracy, and increased risk of jamming and disabling the weapon.
Likewise, the entire point of the TacOps rule under discussion is that Standard ACs may be able to (poorly) emulate the Ultra ACs' ability - they too would have a higher-ROF setting whereby they can put more shells in the air per unit time (which translated into increased damage per unit time) at the cost of increased ammo consumption, increased heating, decreased accuracy, and increased risk of jamming and outright destroying (rather than just disabling) the weapon as well as the much lower-risk "normal-ROF" setting.
Or you can just give the UltraAC half the cycle time of the autocannon, and not punish players for using either weapon system.
Strum Wealh, on 25 January 2012 - 07:20 AM, said:
Implementing variable ROF settings (especially when there are only two choices: high and low/normal) as a player-toggled setting could easily allow for this in a real-time setting, and (I would imagine) be fairly easy-to-do.
Though it still doesn't provide a reason for needing the complication of this additional mechanic, or any reason why it would be particularly desireable.
Strum Wealh, on 25 January 2012 - 04:07 PM, said:
Indeed, the TT game has time segmented into 10-second "turns".
ACs are described as being fed from magazines/clips, as opposed to belts (making them more akin to very large, smoothbore versions modern assault rifles than most modern autocannons; one example of a real-life, vehicle-mounted, magazine/clip-fed autocannon is the
L21A1 RARDEN used by the British Army).
The fluff, quoted above, even mentions how the magazines/clips for the Ultra ACs are designed for compatibility with the high-speed loading system, which makes them incompatible with the special munitions (why they can't redesign the munitions to fix that, I don't know... BT engineering, right?

).
As such, I maintain that the ammo counts listed in the TT tables represent the number of magazines/clips present in the ammo bin,
Agree up to this point...
Strum Wealh, on 25 January 2012 - 07:20 AM, said:
where each magazine/clip contains enough individual shells for 10-seconds worth of continuous fire.
That is, an AC-20 that fires bursts of up to twenty 1-damage shells from a single magazine/clip at a rate of one shell every 0.50 seconds and an AC-20 that fires bursts of up to four 5-damage shells from a single magazine/clip at a rate of one shell every 2.50 seconds will still have the same DPS; each gun delivers 20 points of damage per 10-second period despite having vastly different rates-of-fire.
(It also handily explains how two different caliber guns with different rates-of-fire can be in the same "damage class".)
Do you seriously want to make the AC/20 into a weapon you have to continuously fire at the same part of a target for ten seconds in order to do full damage? That's going to be a terrible weapon, if every other weapon type gets to discharge in under a second for full damage, allowing them to then run for cover over the next nine seconds while the guy with the AC/20 chases them around like an annoying younger sibling (
"Come back! Mom said you have to play with me! C'mon, I get to shoot you back! This isn't fair! I'm telling...")
The only way that could possibly be balanced out is if say...
- PPCs and lasers are beam weapons that have to be held on target for 10s to do full damage
- Missile launchers fire one missile very few seconds - say, once every 2.5s for an SRM-4, one per second for an LRM-10, 2 per second for an LRM 20, etc.
- Uhh... Gauss Rifles only have the one slug so... I guess it takes ten seconds to get to the target, so you have to lead it a lot...
Strum Wealh, on 25 January 2012 - 07:20 AM, said:
What the Ultra ACs do, I posit, is increase the rate of fire of the gun - to continue with the guns from the previous example, the Ultra version of the first AC-20 in high-ROF mode now fires bursts of up to twenty 1-damage shells at a rate of one shell every 0.25 seconds while the Ultra version of the second AC-20 in high-ROF mode now fires bursts of up to four 5-damage shells at a rate of one shell every 1.25 seconds.
As such, these UAC-20s fire at double the ROF of their standard counterparts and thus deliver twice as much ordinance to the target in the same amount of time; each gun now delivers 40 points of damage in a 10-second period.
The drawbacks, of course, are that the UACs go through magazines twice as quickly, build up more heat, and increase the risk of jamming the weapon (as parts may become out-of-sync with each other due to the increased vibration and/or failure of the timing system and "arming circuitry").
Now, let's use the original example guns with the modified (1.5x rather than 2.0x) TacOps rule - first AC-20 in high-ROF mode now fires bursts of up to twenty 1-damage shells at a rate of one shell every 0.33 seconds while the Ultra version of the second AC-20 in high-ROF mode now fires bursts of up to four 5-damage shells at a rate of one shell every 1.67 seconds.
As such, these AC-20s fire at one-and-a-half times their normal ROF and thus deliver 50% more ordinance to the target in the same amount of time; each gun now delivers 30 points of damage in a 10-second period while going through magazines/clips more quickly than normal (but not as quickly as the UACs) with many of the same drawbacks of their faster-firing UAC brethren.
And the UACs
are purpose-designed to deal with the double-fire setting - Standard ACs
are not designed to deal with that level of stress, and (like every machine) when pushed too far beyond its design limit for too long, something is going to give (usually catastrophically and/or spectacularly), hence Standard ACs'
destroying themselves as opposed to UACs'
disabling themselves (something like completely burning out a circuit board vs blowing a single fuse or diode so that the circuit board as a whole survives) - this, IMO, being what the "jamming" mechanic represents.
It is, then, the player's responsibility to constantly evaluate not only how much ordinance is needed to neutralize a target, but how quickly that ordinance is to be delivered.
"Is it worth the risks associated with the high-ROF setting, or will the lower-risk low-ROF setting suffice?"
The ability to rationally make a decision based on the answer to that question (among others) and effectively and efficiently act on that decision is part of what I referred to in referencing "player discipline".
That's how, IMO, variable ROF (settings changed by user toggle, of course) should be done in a real-time situation/game.
Your thoughts?
Well...
This is what I'm seeing as the train of logic supporting the TacOps rules for autocannons:
- Let's put multiple rates of fire for autocannons (from TacOps) in the game
- This is a justifiable effort if it is required to make a autocannons a worthwhile weapon to equip
- Which means that autocannons need to be bad without an increased rate of fire option
- So autocannons should be weapons that do damage very gradually and jam a lot
- But the variable rate of fire will make them good, because they'll do damage faster by firing faster
- But then they'll blow up and kill you
- Or, best case, run out of ammo fast
- But we don't want people just running around with their finger on the trigger spraying down the countryside
- And they'll do that if the autocannons fire slowly
- So we need to make the autocannons fire fast
- But make the ammo really weak, so it takes ten seconds to get the full damage effect of a burst
- So everyone who uses an autocannon will have to run around with his/her finger on the trigger all the time to do any appreciable damage
- Though it won't be quite so bad using the TacOps "rapid-fire"
- But then their gun will jam and set off an internal ammo explosion
Well, you guys have convinced me - the TacOps rules for rapid fire should
definitely not be included in this game!