Posted 03 May 2012 - 08:02 PM
Tactically speaking, its like this. IF you choose to carry an all energy weapon load out because of w/e reason you want, you MUST deal with the economics of heat and cyclic rate. Faster fire or prolonged fire buys heat. Manage that heat as you want given the systems they give us. EXAMPLE: IF your in a high heat environ, desert, day side of a moon, fire as you can to do your job. Use what ever means at your disposal to cool. Stop firing or Coolant Flush <IF available, knock it off fans of NO coolant. It exists in previous iterations and thus valid as example> or Pods or w/e.
EXAMPLE: IF your in a cold environ, night desert, night side of a moon, glacial environ or any other cold place. Heat is less of a concern.
NOW, IF you use ammo based weapons that have a chemical propellant <bullets, missiles, AC rounds> then, you deal with the economics of lesser heat, physical ammunition weight and potential explosion in the magazine.
We all have our prefered weapons type. We all can make effective and lethal mechs based around our personalities and what we prefer in terms of our weapons. Take ammo, you run the risk of blowing up chunks of your mech when those stores are breached by enemy fire, or actual fire from flamers. You also take the risk of knowing your shot count is limited by what you have onboard. You also deal with the fact that, IF this games done right, gravity and friction with the air WILL bring that round down, period. Energy weapons only need concern themselves with the range of the target, gravity and atmosphere pose almost 0 effect on the weapon. I say: Do what you gotta do to enjoy the game.