Ranek Blackstone, on 10 April 2012 - 05:53 PM, said:
2mm shells, even fired 100 at a time, would need insane muzzle speeds to have any sort of power against a mech. A gauss rifle could probably pull off the need omph to get a round going that fast, but no explosive compound would ever work. Knietic energy, after all, is a function of mass and speed. A 2mm shell would have very, very little mass, so the formula is stacked against it from the get go.
There are no 2mm AC weapons, they range from 30mm to 203mm IIRC. Secondly they're not designed to take out a 'Mech or even do significant damage to a 'Mech with a single round. The idea is that you use multiple rounds to crater or "sand down" the enemy armor. As the armor ablates away you eventually will achieve penetration and start damaging the soft innards. Again this why it makes more sense for HEAT rounds then kinetic kill rounds.
Ranek Blackstone, on 10 April 2012 - 05:53 PM, said:
AC/20 should have a shell roughly 185mm in size, and if modern autoloaders in tanks are anything to judge with, fire roughly once every 2.5-3 seconds. Assuming of course we didn't do something stupid like make the gun function like a giant belt feed machine gun.
IMO, ACs should deal soild damage, but have a fire speed low enough to make you not want to shoot unless your sure of a hit.
AC/s are not auto-loaders, though they do have an auto-loading function. Rather they are burst fire weapons probably using a clip style design in which the auto-loader feeds ammunition into the clip and then when the weapon fires it chambers a new round every time the recoil drives the breech back. In this way it would function much like an M-16 or any other magazine fed rifle with the ability to fire bursts.
And yes AC/s are supposed to do "solid" damage with shorter ranges, less ammo and most likely slower rates of fire due to the need to load the clip after every firing. As for belt fed machine gun style, thats more like a RAC, though that is technically more of a Gatling gun.
WithSilentWings, on 10 April 2012 - 06:06 PM, said:
The game did not put all of an AC20's damage in one place for lore, it did it for simplification...we all know what happens when a table top game takes 7 hours to play--everyone gets bored and starts spazzing.
Actually it is for game balance, you need some reason to mount weapons that have such a huge space and mass requirement. Packing a huge amount of damage into a single location every time you hit is that incentive.
Also it makes sense from a realistic stand point. If you have to take multiple shots on a single location to ablate away armor, then you want a method to deliver as many shots as possible onto a small area. If you can do that you will defeat the armor much much faster. Hence the design of burst firing heavy weapons. If you take that away from them by making the rounds spread out all over the place then you take away the AC/s one advantage.
WithSilentWings, on 10 April 2012 - 06:06 PM, said:
Type 1: Fires a burst of several shots at a time and has a long recycle. Let's say burst of 5 high velocity rounds every 5 seconds. This lets you clip faster moving targets at the expense of concentrated damage. 10 seconds worth of firing does TT equivalent of 20 damage, or 10 damage per cycle (2 damage per round).
How about no. This totally negates the whole point of using an AC/20 as you'll be doing 5pts here, 5 pts there, 5pts there and 5pts missed. It has literally become an LRM with very short range. Just keep the 20pts of damage on a single location, and because it has to load around 7-10rds between shots and the rounds are very large and heavy it makes sense for a 10s reload.
WithSilentWings, on 10 April 2012 - 06:06 PM, said:
Type 2: Fires a single round every 5 seconds doing equivalent damage, perhaps being lower velocity as an additional trade off. This makes it easier to concentrate your damage, and so if you were expecting to face an assault mech toe to toe this is what you'd want.10 seconds worth of firing does TT equivalent of 20 damage, or 10 damage per cycle. (This example is because I think it would be ridiculous to have a 10-second recycle for an AC)
Again no as this makes your basic AC/s into Ultra AC/s that do half damage. Also the number of rounds you're firing doesn't correspond to the Fluff. Every AC/20 fires a number of rounds roughly equal to (10*155)/caliber.
WithSilentWings, on 10 April 2012 - 06:06 PM, said:
Type 3: Fires a single shot that's weaker than type 2 but stronger than type 1 with a short recycle. This fires a single round every second, with a velocity and damage output between the two types listed above. 10 seconds worth of firing does TT equivalent of 20 damage, or 2 damage per cycle.
No because now you have an SRM launcher. 2pts of damage here, 2 there, 2 over there, etc.
WithSilentWings, on 10 April 2012 - 06:06 PM, said:
These are just generalizations of course and it could certainly be mixed up, but this would lead to the same damage potentials in different ways and give the weapon set more versatility.
Actually it totally destroys the point of having AC/s. With their weight and critical requirements, not to mention the ammo which can be depleted or blown up, you'd be much better off taking all energy weapons. Using your examples:
1. a) 4 medium lasers grouped in pairs, does the same damage in a similar fashion at the same range generates 5 extra heat but saves you 6 criticals and 10 tons.
b ) 2 PPCs gives you the same damage at twice the distance and saves you 4 critical slots, but generates an extra 13 heat.
2. same reasons as 1.
3. 4 medium pulse lasers act in a similar fashion, do more damage save you 6 tons and 6 criticals and only costs 9 extra heat.
Oh not to mention that laser weapons have instant "flight" times as opposed to ballistics (though at MW ranges they're practically instant as well) making it easier to hit what you're aiming at.
Again the only reason to have AC/s is to get as much damage in a single location as possible with one shot. Any modification to that paradigm makes them completely worthless thanks to their high costs in terms of resources, their extreme vulnerability and the very short ranges.
WithSilentWings, on 10 April 2012 - 06:06 PM, said:
I feel very differently about this. The more "similar" weapons the better--it leads more dynamics on the battlefield. An AC and a laser will ALWAYS have the major difference that one is ammo bound and one relies on better cooling. The harder it is to decide on one weapon over the other, the better!
Funny, you are advocating the opposite. By altering the AC/s to your ideas it takes away their one big advantage over beam and missile weapons. To make the choice as hard as possible you have to make the AC unique so people have to choose whether they want the massive damage in one location with all the drawbacks or do they want to go with less damage in a location and reap the benefits of other weapon types.
WithSilentWings, on 10 April 2012 - 06:06 PM, said:
I'm willing to bet this, along with the idea of "keeping things fresh" is why there are so many variants of the "same" weapons in the fiction. I know the devs only have so much time, and I'm sure they will make good use of it, but all things being equal and if we could count on everything being of the highest quality, why would you want less? It would be like having the choice between 50 mechs or 100 mechs. As long as you could be confident in the comparison of quality, why would you want LESS to choose from? I think confining a Mechwarrior game to a Counter-Strike like methodology is a really bad idea.
Like I said I'm all for there being variation in the types of AC/s. Perhaps one fires 10 rds per burst and another fires 7 rds, it would feel different and look different, maybe even play a little different. However all AC/s must put all their rounds on target in such a quick succession that all their damage is done to one location.