Squigles, on 26 May 2012 - 02:38 PM, said:
Not entirely true, as the source of that damage number is sourced from the Solaris Rules, meaning if they go that route, all the balancing has already been done.
AC/2 = 8 damage in 10 seconds. while needing to hit 4 times over the duration for max damage
AC/5 = 10 damage in 10 seconds, while needing to hit 2 times over the duration for max damage
Ultra AC/5 = 20 damage in 10 seconds, while needing to hit 4 times over the duration for max damage
AC/10 = 20 damage in 10 seconds, while needing to hit 2 times over the duration for max damage
AC/20 = 20 damage in 7.5 seconds, while needing to hit 1 time over the duration for max damage
Gauss Rifle = 15 damage in 7.5 seconds, while needing to hit 1 time over the duration for max damage
The higher caliber's, as an obvious side effect, tend to deliver their damage to less overall locations, which tend to result in faster armor breaches.
As an interesting note, the Solaris rules includes all the weapons that are included for the launch of MWO, no more, and no less.
Strictly speaking, the per-salvo damage (and per-salvo heat, and range, and tonnage, and so on) is (most likely) sourced from the normal BattleTech rules.
Here is the Weapons and Equipment List.
(Ranges are in hexes; multiply by 30 to get ranges in meters. The Devs stated in Q&A 05 that the "long" would equate to the weapons' "maximum effective range".)
From the gameplay demo videos on MWO's YouTube page, it seems that the recycle times for the ACs is slightly shorter than their S7 values; I've clocked the AC-5 at a ~4-second recycle (vs 5.0 seconds) and the AC-20 at a ~6-second recycle (vs 7.5 seconds).
Also, another thing to consider would be the heat generated.
Firing four (4) times would mean that the AC-2 would be generate four (4) units of heat for that eight (8) units of damage, while the AC-5, firing only twice, would generate only two (2) units of heat for that ten (10) units of damage.
While the AC-2 would be lighter, longer-ranged, and have greater ammo longevity per ton (one ton of AC-2 ammo with S7-esque recycle times would represent ~112 seconds of continuous fire, versus ~100 seconds of continuous fire per ton for the AC-5), the AC-5 would have a greater damage over time capability, a much higher damage-to-heat ratio (10 to 2, rather than 8 to 4), and have each individual salvo deliver more damage (and, potentially, greater knockback) to the target.
Likewise, the AC-10 would fire twice, generating six (6) units of heat for twenty (20) units of damage, while the AC-20 would only fire once and generate seven (7) units of heat for twenty (20) units of damage.
While the AC-10 would be lighter, longer-ranged, have a slightly higher damage-to-heat ratio (20 to 6, versus 20 to 7), and have greater ammo longevity per ton (one ton of AC-10 ammo with S7-esque recycle times would represent ~50 seconds of continuous fire, versus ~37 seconds of continuous fire per ton for the AC-20), the AC-20 would have a slightly greater damage over time capability (20 units of damage every 7.5 seconds, rather than every 10 seconds) and have each individual salvo would deliver the full 20 units of damage (and, potentially, substantial knockback) to the target (rather than spreading the damage - and knock - between two salvos that may hit different locations).
One of the major concerns, however, would be the relationships between damage over time, heat over time, and armor/survivability - either damage per salvo and heat per salvo would have to be divided by ROF to maintain the DoT and HoT implied by the TT's 10-seconds-per-turn system, or every weapon would have to have a 10-second recycle time, or armor would have to be buffed.
Or we'd have to accept that face-to-face slug-fests between 'Mechs of the same weight class aren't generally going to be 60+ second affairs. After all, I would expect that most people would believe that a King Crab (dual AC-20s) or a Nightstar (dual Gauss Rifles) at short or medium range would be able to core and/or dismember most things short of an Atlas with one or two two-gun salvos...
On the other hand, all SRMs have a 5-second recycle and all LRMs have a 7.5-second recycle under the S7 rules.
Unlike the lighter ACs, which benefit from higher ROFs, the lighter missile launchers benefit mainly from greater "tube per ton" ratios and modularity.
For example, three SRM-2 launchers will require the same mass as a single SRM-6 (three tons) and one more critical space (three, versus two) and would get roughly the same number of salvos per ton (slightly more, actually - 16.67 for the triple SRM-2 vs 15 for the single SRM-6). Additionally, the SRM-2s can be spread out across the 'Mech (hardpoints permitting), so that taking out any one of the three SRM-2 launchers has less of an effect on the BattleMech's ability to retaliate than taking out the single SRM-6 (in other words, system redundancy FTW

Likewise, a quartet of LRM-5 launchers would have similar advantages over a single LRM-20, in addition to using less overall tonnage (8 tons for 4x LRM-5s versus 10 tons for one LRM-20) and fewer overall critical spaces (four criticals for 4x LRM-5s versus 5 criticals for one LRM-20).
Also, note how all of those are completely independent of the launchers' recycle times...
Personally, I feel that applying a S7-ish recycle time principle/system to the ACs (and the weapons in general) in MWO would help the lighter ACs to be "viable" weapon systems without making them horrifically overpowered (as they would still be very heavy and have to contend with limited ammunition, risk of ammo explosions, and increased heating from the higher ROFs), and that the missiles are actually fine as is, provided more people are able and/or willing to look beyond the number in the launcher's designation.
Your thoughts?