"AC2s and AC5s are as useless as nipples on a mech torso"
#161
Posted 14 April 2012 - 06:46 AM
#162
Posted 14 April 2012 - 08:21 AM
the Autocannon 2, the new LONG-RANGE machine gun.
#163
Posted 14 April 2012 - 08:25 AM
But in real life it just won't work. Germans did it in WW2, they built some of the best weapons ever used but what good did it do them? They had problems manufacturing and supplying them and in the end lost to armies with inferior weapons that could be manufactured a lot faster and cheaper.
It's the same in BT: Sure, you could use a PPC and some heat sinks along with it instead of an AC/5, but that would cost nearly twice as much, not to speak of the cost for maintenance or replacement. Also a PPC has a higher tech-grade than a simple autocannon, thus it will take more time, knowledge and money to build and repair them. So what use is a mech with the best weapons, if you can only produce 1 of them while you could instead have 2 or 3 "inferior" designs? BT is about numbers, the whole Clan-invasion proved that. With so many star systems to conquer/garrison, you just can't afford to only use high-tech weapons.
Apart from this there are numerous reasons for using ballistics instead of/alongside energy weapons. To name a few:
1) Heat. Already covered for the most part. You can get heat-neutral with energy weapons and enough heat sinks, but tell that to a mech pilot who received 1 or even 2 reactor-hits (+5/+10 heat/round), lost some heat sinks or is under attack by infernos/flamers/stands inside a burning hex. Heat is the main enemy of every mech and its pilot, even if it has enough heat sinks. The novels depict it clearly that even a Locust (which can get rid of all its heat points) becomes hotter and hotter everytime it fires its laser. It's just a fluff-thing and every Mechwarrior counts himself lucky if he ever gets critical heat-levels and still has some ballistics to fling about with no additional heat.
2) Damage. Sometimes you just need something to go "boom". Maximum Tech had an interesting rule about damage to infantry that's quite logical. There are weapons that can only kill one or a few soldiers with a single shot (beam-weapons, PPC, Gauss...) and others that can kill numerous men with a single burst (missiles, ballistics, flamers...).
3) Availibility. ACs can be mounted on every weapons-platform, including tanks, stationary defenses and infantry. You don't need generators or batteries to use them, so they will be widely available.
4) Special ammo. Later on there are many different types of ammo you can use to enhance standard ACs.
All in all there are many reasons why ACs are used in BT-canon. And that's why we should use them too. After all MWO will be a simulation, not an instagib-egoshooter.
Edited by RedDragon, 14 April 2012 - 08:33 AM.
#164
Posted 14 April 2012 - 08:49 AM
This does circle back around to the Battle Value/CBill Value debate for drop limits (not buying the gear). If ACs take far less resources to field, that's a totally acceptable niche: A bad weapon that you can field without much penalty. Taking a heavy or assault that's centered around ACs for the drop resources of a good medium would be a complete fix.
Edited by Victor Morson, 14 April 2012 - 08:50 AM.
#165
Posted 14 April 2012 - 09:10 AM
I'm all for stock variants and hopefully the changes we can make in the mechlab will be nothing too dramatic.
#166
Posted 14 April 2012 - 09:28 AM
chris
#167
Posted 14 April 2012 - 09:45 AM
#168
Posted 14 April 2012 - 09:54 AM
Nik Van Rhijn, on 14 April 2012 - 09:45 AM, said:
Excellent point.
Due to hardpoints, if you want to put something like LRMs on a mech, you'll need a big enough missile hardpoint to do so. Some players will likely be forced into AC/2s and AC/5s if they want to perform a long-range role, unless they have a few million c-bills just lying around to purchase a new mech/variant.
So, much like in the actual Battletech universe, sometimes we're just going to have to make due with what we have available and what we can fit on those mechs. The AC/2 and AC/5 will definitely be a big part of that with the introduction of hardpoints. No more can we just slap on any weapon we want as long as we have the criticals and tonnage. Now we're going to have to seriously consider what we can realistically use. If you're stuck with a Hunchback, for instance, and really, really need a long range mech, you can't just slap LRMs on it anymore. Nope, you'll be forced to use AC/2s or AC/5s.
#169
Posted 14 April 2012 - 10:02 AM
#170
Posted 14 April 2012 - 10:09 AM
Nik Van Rhijn, on 14 April 2012 - 10:02 AM, said:
Yes, but that's buying an entirely new mech (a hunchback prime costs 3,467,875 c-bills, so any variant will likely cost around the same), as opposed to purchasing a few autocannons for 75,000 c-bills a piece
#171
Posted 14 April 2012 - 10:13 AM
chris
#172
Posted 14 April 2012 - 10:17 AM
Orzorn, on 14 April 2012 - 09:54 AM, said:
Due to hardpoints, if you want to put something like LRMs on a mech, you'll need a big enough missile hardpoint to do so.
Just a technical note, I agree with the post:
The hardpoint discussion so far in MWO has not mentioned anything about the size of hardpoints; size is determined by critical slots left in the mech's location. Hardpoints simply provide the maximum number of a given type of weapon that a chassis can support in a given location.
In the demo shown on wednesday, the guy swapped out a Large Laser and could replace it with a small, medium, or PPC and the difference other than weight was critical slots available.
#173
Posted 14 April 2012 - 10:18 AM
#174
Posted 14 April 2012 - 10:23 AM
Odanan, on 13 April 2012 - 03:26 AM, said:
Rapid fire would be nice as an option. That said: the ac2s weren't built, in gameplay or lore terms, to kill things quickly. They were built to pepper people's armor at extreme range without being stoppable by the mere addition of a few AMS's; and mech's can hit things at obscene range with them quite easily compared to other weapons systems.
AC2s weren't built to compete with weapons like the ppcs and gauss and other high risk/high reward weapons... it's not valid to compare them in an apples to oranges fashion.
Being able to blast things at 74 hex at only +6 is useful.
#175
Posted 14 April 2012 - 11:14 AM
Orzorn, on 14 April 2012 - 10:09 AM, said:
Hunchback Prime?
Never knew they made an OmniMech out of that one.
Unless, of course, you mean the HBK-4G.
Also, the HBK-4J comes with twin LRM-10 launchers and costs only 40k more.
Quote
Or you could use 'Mech Mortars...
Same range as LRMs, if slightly less damage, but at the benefit of being immune to AMS as well.
Anyhow, I hope they're as useful as they are in TT - not that much at all.
Edited by Alizabeth Aijou, 14 April 2012 - 11:15 AM.
#176
Posted 14 April 2012 - 11:45 AM
Pht, on 14 April 2012 - 10:23 AM, said:
Whatever they were built for, they failed at it.
Pht, on 14 April 2012 - 10:23 AM, said:
Not if you can't deliever any damage and a weapon 3 hexes shorter can.
#177
Posted 14 April 2012 - 11:53 AM
#178
Posted 14 April 2012 - 11:53 AM
Victor Morson, on 14 April 2012 - 11:45 AM, said:
So...rather do NO DAMAGE (with AC) at a range farther than PPCs then do damage with a PPC at the range where you will be able to be shot by other PPCs.
Sounds like a drawback to me.
Edited by Damocles, 14 April 2012 - 11:54 AM.
#179
Posted 14 April 2012 - 12:04 PM
This would also prevent larger mechs mounting multiple light ac's from hosing you down with pinpoint accuracy from 900 meters.
#180
Posted 14 April 2012 - 12:20 PM
Quote
Which would still limit the lighter ACs to the heavier 'Mechs.
Lets look at the PNT-9R:
35 tons, 4/6/4 movement profile, 6½ tons of armour, 10 tons worth of weapons/ammo.
Namely a PPC and a SRM-4 with a single ton of ammo.
For that same weapon tonnage I can mount... one AC/5 with two tons of ammo (40 shots). Or one AC/2 with up to three tons of ammo (120 shots) and a Medium Laser as backup.
Now, on tabletop, those 40 shots go a long way. In real-time online combat? Probably not so much. Do you ever remember playing an online shooter where you had only 40 shots total?
Now, how about the UM-R60 UrbanMech?
30 tons, 2/3/2 movement profile, 6 tons of armour, 13½ tons of weapons/ammo.
Granted, the regular version mounts an AC/10 (with only 10 shots) rather than a lighter one, but still.
Still, we could give it an AC/5 with a hundred shots, not much of an improvement.
Mostly because just about any 'Mech that cares can get close enough to ruin its day.
Heck, even that PNT-9R would be a match for the UM-R60.
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