Volthorne, on 13 April 2012 - 10:43 AM, said:
Your whole passage is essentially wrong.
LRM-20's and LRM-5's deal the same amount of damage per missile, and have the same amount of ammo per ton. x4 LRM-5's are less efficient in tonnage than x1 LRM-20.
Incorrect, 4 LRM-5s take up 8 tons and 4 criticals, an LRM-20 takes up 10 tons and 5 criticals. 1 ton of LRM-5 ammo lets 4 LRM-5s fire 6 times, 1 ton of LRM-20 lets the LRM-20 fire 6 times. The total potential damage in both cases is 20 pts. The LRM-20 will do more damage on average if it hits than 4 LRMs if they all hit. However the LRM-20 has one chance to hit per turn while the LRM-5s have 4 chances to hit per turn, which means the LRM-5s are 4 times as likely to hit. So my point stands, 4 LRM-5s gives you the chance to hit more often at the cost of doing less damage every time you hit, balanced by the fact that you save criticals and tonnage vs an LRM-20s higher damage per hit but fewer total hits.
Volthorne, on 13 April 2012 - 10:43 AM, said:
SRMs are MADE to be dumped into an enemy mech in a brawl. SRM-6 deals 2 damage per missile (SRM standard), fires salvos of 6, has 15 salvos per ton of ammo, and is very weight efficient (3 tons + 1 ton ammo). That's 180 up-front damage (per ton of ammo) that a good pilot won't miss with. Now spread it over an area and factor in crits, and possibly multiple salvos being fired at the same time.
SRM-s are missiles and if modeled correctly and following TT rules then the turbulence from rocket wash, the turbulence from the flight, cross currents, head winds, etc., then even a good pilot will have trouble putting all the missiles on target. If crits are in the game then using them as crit seekers might be worth while, but if the game doesn't have crits and the only way to knock out another 'Mech is to destroy armor and internals then the fact that SRM/s spread the damage out over the entirity of the 'Mech makes them less desirable than AC/s which can do equivalent or more damage to a single location with every hit.
I haven't played enough TT to know how common crits are and if I want to try and get them, so I would much rather have 2 medium lasers and a heat sink save a ton, get all of my damage on two locations at most, not worry about ammo consumption or ammo explosions and just deal with the extra 1 heat and only sacrifice 2pts of damage, which would most likely be made up by individual missiles missing anyway.
Volthorne, on 13 April 2012 - 10:43 AM, said:
Gauss Rifles (AKA
Coilguns) don't have ANY recoil or kickback as there is no explosive force involved.
Not true, according to Sir Isaac Newton (the deadliest sonofa ***** in space!) the Gauss rifle is exerting force on the slug to accelerate it, and the slug is exerting the exact same amount of force back on the Gauss rifle. Since the Gauss rifle is attached to the arm and the arm is attached to the 'Mech the force the slug exerts is transferred to all of the above.
The Gauss rifle will have less recoil than a conventional weapon using chemical propellants to accelerate the same mass to the same velocities, because there will be no force from the explosion of the propellants.
Volthorne, on 13 April 2012 - 10:43 AM, said:
AC's of any caliber WILL have physical impact effects, which will directly translate into reticule shift of the mech being hit. Larger calber = larger impact force. You fire lasers? I say "meh" and shoot you right in the CT because there's no physical impact from your lasers, and then your lasers start going wide. I'd say that's quite a significant advantage over energy weaponry that CAN'T be nullified (other than destruction of the weapon).
Larger caliber =/= larger impact force. Force is determined by mass times acceleration not simply mass alone. If the acceleration is the same then yes the larger caliber weapon will have greater force, however if the larger caliber has less acceleration then it will not necessarily have greater force. Smaller AC/s presumably have much greater acceleration because they have much greater range.
Also if the acceleration on the larger caliber AC/s was the same the recoil forces on the 'Mech would be much much greater. In fact if the acceleration on AC/s is the same across all calibers, the higher calibers are going to have a much higher proportional recoil because the explosive force to accelerate the mass is going to be much higher.
Sure knockback is an advantage, but is if your AC rounds are already tracking all across my torso because of the recoil and relative movement of our 'Mechs
and the knockback your AC/s are doing is it really worth it?
My lasers are hitting all over you and your AC rounds are hitting all over me. You have an AC/20 doing 20pts spread out across my 'Mech I have 5 medium lasers and 6 heat sinks and I'm doing 25 pts of damage spread out across your 'Mech and I have 4 extra tons of armor. You can fire 5 times before you run out of ammo while I can fire indefinitely, you have to worry about ammo explosions I don't. I have 5 chance to score a crit, you have 1, if I score a crit on your AC you can't fire it any more, if you score a crit on one of my lasers I have 4 others and am still doing 20pts of damage and only generating 6 heat (1 less than you). The more ammo you carry the cooler I can run by adding HS to make up the tonnage/critical difference or increase the damage by adding more medium lasers. The only thing I have to worry about is my heat curve.
That's why it is so important that AC/s do all their damage in one spot and UAC/s do their damage in two spots. Otherwise you can pack enough lasers and HS to do more damage with only a little more heat and none of the ammo based drawbacks that AC/s have. And you save enough tonnage to where you can add extra armor making it harder to kill you on top of you having more firepower and greater endurance.
Volthorne, on 13 April 2012 - 10:43 AM, said:
As far as choices go, why have like, 10 different brand name manufacturers of weapons if they all crank out the same generic product? I think there should be SOME variation in stats for different brands.
I have no problem with having 10 different companies that make 10 different variations of the weapons. What these weapons have to do is have the same damage output, same ammo capacity, same range and deal their damage in the same way. After all that's why all AC/20s regardless of manufacturer, caliber, number of rounds per burst, etc,. are all classified as AC/20s. They all do 20pts of damage in one location, they all carry 5 shots per ton, they all have the same range and they all fire bursts.
If the devs make a super large caliber AC/20 that fires three shots in less than a tenth of a second (closer to 3 hundreths of a second), and another version with a smaller caliber that fires 7 shots in a tenth of a second (closer to 5 or 6 hundreths of a second) and yet another that fires a different number of shots of a differing caliber still under a tenth of a second, then that's cool. If they make them so that one fires a constant stream of low caliber rounds for half a second, that's a problem.