Odanan, on 13 April 2012 - 03:26 AM, said:
I've been playing Battletech (table-top) and all Mechwarrior computer series for the last 20 years, so I can say I'm a long time fan.
It's only me or more people think the Autocannons 2 and 5 are seriously underpowered? They weight too much, use ammo (which is always a risk) and deal a very small damage. OK, they are long range, but any mech can sustain single 2s and 5s of damage for a many turns.
The "Rapid-Fire" rule (two shots at the same time, with the risk of complications) improves the use of these weapons, but will it be implemented in the game? Please, devs, say yes!
I would suggest the developers to make it possible for the pilot to shoot again immediately after a shot with the autocannon: the second shot would be harder to hit and has a small chance to jam/destroy the gun.
IMO: Meh! I never really cared for "original flavored" AC's in general, always went for Clan Ultra AC's in all MW's whenever I could. But hey, even AC/2's in say... a group of 6 of them *SHOULD* do considerable damage, maybe not to the effect of
Deimos (6 Clan Ultra AC/2's in MW 4 could down an Atlas/Daishi in about 30 seconds of focused fire at the CT), but the best that the IS can currently offer with an AC/2 focused config. :-/ Just a thought... Besides my Clan-Tech bias, think it would be best reserve judgement, thoroughly test all weapons and chassis configs before drawing any final conclusions. I don't think it would make sense to let IS AC's have a second shot (hence why there are Clan/IS Ultra's). As long as AC/2's and AC/5's do more damage than a Machine Gun, and just enough in a pair (or more) to be a thorn in someone's side at range, its done it's job! Everything has a time and place, the whole point of role-based warfare...