WithSilentWings, on 11 April 2012 - 07:36 AM, said:
Apparently they get much bigger than 200mm. It sounds like you are agreeing that an AC20 should not pack all it's punch in a single hit?
The largest mentioned on Sarna.net is 203mm. I don't think AC/20s should fire a single shell, however I think all the shells fired in a burst should strike the same location. So if you consider a burst that lasts a fraction of a second long and does 20pts of damage to one location and only that location then yes I think they should pack all the AC/20 damage, in fact all AC damage in one "hit" but that hit needs to be made up of multiple rounds striking the target at the same time.
WithSilentWings, on 11 April 2012 - 07:36 AM, said:
I thought an AC2 was supposed to have several times the range of smaller/medium lasers? Even longer than a large laser IIRC. (EDIT: just looked it up, an AC2 outranges even a PPC. In fact, according to TT rules it outranges a Gauss Rifle.) Also, I thought some mechs packed AC2's for antiaircraft purposes?
The AC/2 is a worthless weapon, weighs more than an ER Heavy laser, does 1/4th damage, its only two advantages are heat and range, but it also suffers from needing ammo.
WithSilentWings, on 11 April 2012 - 07:36 AM, said:
What about heat and ammo? What about range? Any AC besides the 20 should outrange SRM weapons, and so we suddenly have another balancing factor. Ammunition is also much less expensive. We're also talking direct fire weapons vs missiles--assuming you have good aim an AC will still have a much better chance of landing the majority of it's damage on target, where the SRMs will land in a spread.
Short Range:
1. Medium Lasers x4: 20 damage, 12 heat, 4 tons, 4 criticals, deals damage in 4 beams over 1s, damage wanders across target, ammo independant.
2. SRM/2s x5: 20 damage, 10 heat, 5 tons, 5 criticals, deals damage per missile, 10 missiles, every missile has a chance to miss or strike a different location, ammo dependant 10 shots per launcher per ton.
3. SRM/4s x3: 24 damage, 9 heat, 6 tons, 3 criticals, deals damage per missile, 12 missiles, every missile has a chance to miss or strike a different location, ammo dependant 8.33 shots per launcher per ton, plus one extra shot for 1 launcher.
4. SRM/6s x2: 24 damage, 8 heat, 6 tons 4 criticals, deals damage per missile, 10 missiles, every missile has a chance to miss or strike a different location, ammo dependant 7.5 shots per launcher per ton.
5. AC/20 x1: 20 damage, 7 heat, 14 tons, 10 criticals, all damage applied to one location over a fraction of a second, 5 shots per ton.
Medium-Medium/Long Range:
1. Large Laser x1: 8 damage, 8 heat, 5 tons, 2 criticals, deals damage over a 1s shot duration, damage wanders across the target, ammo independant, medium range.
2. ER Large Laser x1: 8 damage, 12 heat, 5 tons, 2 criticals, presumably deals damage over a 1s shot duration, ammo independant, medium/long range.
3. AC/10 x1: 10 damage, 3 heat, 12 tons, 7 criticals, all damage applied to one location over a fraction of a second, 10 shots per ton, medium range.
4. AC/5 x2: 10 damage, 2 heat, 16 tons, 8 criticals, damage applied to 2 locations over a faction of a second, 10 shots per weapon per ton, medium/long range.
5. LB/10X AC x1(slug): 10 damage, 2 heat, 11 tons, 6 criticals, deals all damage to one location over a fraction of a second, 10 shots per ton, medium/long range.
6. PPC x1: 10 damage, 10 heat, 7 tons, 3 criticals, presumably damage dealt to one location, ammo independant, medium/long range.
Long Range:
1. LRM/10 x1: 10 damage, 2 heat, 5 tons, 2 criticals, deals damage per missile, 10 missiles, every missile has a chance to miss or strike a different location, ammo dependant 12 shots per ton.
2. ER PPC x1: 10 damage, 15 heat, 7 tons, 3 criticals, presumably damage dealt to one location, ammo indpendant.
3. Gauss Rifle x1: 15 damage, 1 heat, 15 tons, 7 criticals, damage dealt to one location, 8 shots per ton of ammo.
4. AC/2 x5: 10 damage, 5 heat, 30 tons, 5 criticals, damage dealt to 5 locations, 9 shots per weapon per ton.
That's how its balanced currently and as you can see AC/5s and AC/2s are essentially worthless, while AC/20s are less desirable than Medium Lasers, unless you put all the AC damage into one location quickly. The only way AC/5s and 2s become worth while is if you have them on a very rapid reload cycle so you can keep putting lots of low damage bursts on targets at extreme ranges.
Put another way the AC is the right hook that puts a guy down for good, lasers are the stinging jabs and missiles are the fients that keep him from connecting with his own hits. If the AC doesn't really deliver that knock out blow, its not doing its job and isn't worth the extra weight and criticals.
WithSilentWings, on 11 April 2012 - 07:36 AM, said:
I didn't say anything about having the rounds spread. Basically I'd like it to work like MW3 for such a type--this means a concentrated burst that fires quite quickly. Only faster mechs would have a chance of dodging and in those cases the weapon is still able to score a few hits as the target moves through your crosshairs.
Except the rounds should be grouped so closely together that if one misses, they all miss, if one hits they all hit. This makes it a very high risk/reward weapon and makes the player really think about how they want to play, reliable low damage from lasers or that knock out punch that has to be timed just right.
WithSilentWings, on 11 April 2012 - 07:36 AM, said:
It doesn't negate the whole point at all--as long as it can do the eqivalent of 20 damage in 10 seconds then it is the same DPS and is following the tabletop guidelines. Why is it your decision regarding the time it takes an AC to cycle? The idea that "it's big and the ammo is heavy" is completely arbitrary and unscientific. If there can be an AC that uses a 500mm shell and fires once ever 5 seconds and an AC that uses a 150mm shell and fires a burst of 5 with a 5 second recycle, where is the logic in saying you can't simply take the same mechanics behind the first option and apply it to a faster firing weapon with a smaller round that adds to the same 20 rating of damage over 10 seconds?
It's not arbitrary and un-scientific. We know of three AC/20 rounds 150mm, 185mm and 203mm, those are huge and heavy rounds, that's not a guess that's fact.
As for the DPS there are many ways of achieving it. one way is that you actually do x amount of damage every second, another way is to do 10(x) damage once every 10 seconds. The AC
has to be in the latter catagory because if it fired multiple shells over a 10s period those shells would land all over the enemy target and even miss entirely. The whole point behind using a burst fire is to get all your shells into the same area before recoil and relative movement throw your aim off. Since the ACs do all their damage to one location they have to be doing all their damage in a fraction of a second and be loading/cycling for the other 9.8s.
Since
all AC/s do their damage in this fashion
all AC/s must fire their rounds in very short bursts. Even the Ultra AC/s fire bursts, they just fire two bursts and that's why you have damage in two different locations, recoil and movment during/after the first burst causes the second burst to land in a different location.
WithSilentWings, on 11 April 2012 - 07:36 AM, said:
But... the description of an Ultra AC is essentially an AC that fires twice as fast and does twice the damage.............. And so essentially all ACs are Ultra ACs that do half the damage.... My primary point in terms of "number of rounds" or "rate of recycle" in regards to the fluff is on the lines of this: do we really all believe that the heavier single shell launching autocannons literally ALL fire exactly ONCE ever TEN SECONDS? Why can there not be a heavier single shell AC that fires once ever 5 or once ever 3 or every 8 for an over-all eqivalent rating? Can anyone find fluff that affirms or disputes the idea that all AC20's fire a sigle shot or a single burst exactly every 10 seconds?
First off their is no such thing as a single shell AC.
Quote
An
Autocannon is a type of rapid-firing, auto-loading direct-fire
ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) or kinetic rounds at targets in bursts....no Autocannon has been specified to be one shell fired for each "round" or burst of fire.
Because disregarding fluff we know that in the ten second window all the damage is done in a single location. Consider that if you have 2 'Mechs both moving at 60kph then each one is moving at 1,000m/minute or 166.7m every 10 seconds. Their combined movement will be over 330m in that 10s window. If they're moving on the same exact axis ie, directly towards/away from each other that isn't such a big deal. If they're moving along different axis the point of aim is going to shift by collosal amounts in 10s. None of this is even accounting for the recoil of a 150+mm shell, the rising and falling or the swaying of a 'Mech in motion.
These factors are why an AC has to fire all its rounds in a burst that lasts only a fraction of a second long. That minimizes the amount of movement between the 'Mechs between shots, minimizes the impact of recoil and the motion of the firing 'Mech. You still have to account for deflection, but at least you've minimized as many of the variables as possible. If AC/s fired bursts twice a round you would see them strike different areas on the enemy 'Mech, which is what happens with Ultra AC/s meaning they do fire bursts twice a round.
Also no we're(I am) saying that the AC/s fire multiple rounds(bullets/shells) every game round, they just fire all of them in a fraction of a second emptying the magazine/clip which takes another 10s to refill from the ammo storage bins. For example the
Crusher Super Heavy Cannon fires 10 times every game round, however all ten shots are fired off in the first 0.5s or less and the other 9.5s is the auto-loader reloading a 10shot clip with 150mm shells.