(places order for more catgirls)
So this thread got me thinking, and looking up some old threads, and doing some other research, and doing some math, and thinking again. If, a gigantic if here, we want to put something like realism into BattleTech (good lord, why?) then in general anti-mech weapons should do significantly more damage to infantry than they do.
But first some definitions and specifications:
1) I am working with 'kill' as defined as effectively removed from combat, not actually dead, nor even necessarily hurt.
2) I am assuming a roughly 17 degree angle of attack, which is what you get shooting from 10m up across a 30m distance.
3) I am assuming that the infantry in question know they are in combat and know that they do not want to die. (given descriptions of some of the combat drugs in this universe these matters are not a given, but I chose to make them a given.)
4) I am assuming that the MechWarriors in question want to neutralize their infantry foes efficiently, not make a pretty red mist nor a frankly disgusting 1,400 kilo mud and gore smoothie.
Now that we have those matters out of the way let's look at the weapon categories:
Machine guns- gigantic, likely rotary barreled, slug throwers akin to what we have today and consider small cannon. actually the weapons that require the most work to make effective against infantry.
Autocannon- really big machine guns with either really big, explosive shells, or insane rates of fire with much smaller shells. Either way works pretty well.
Missiles- Tiny guided rockets with enormously powerful warheads. Pretty effective in general, but can be used in a couple ways.
Lasers- lots of energy packed into a very brief window of deployment. Not that effective, but better than portrayed.
PPCs- a lightning gun, even if it isn't. A lot of energy packed into moving particles with near-infinitely more mass than photons. Should be outright fantastic against infantry.
Gauss Rifles- a magnetically accellerated glob of matter flying at hypersonic speeds. I was really surprised at the potential efficiency with this one.
Now that we've got our players let's get down to it.
I said above that machineguns are the hardest to justify really hurting infantry. In my mind, having considered the potential equipment, training, angles, and so on involved it's just not going to be easy to get a meaningful ID and target lock on that big a spread of that many people. Now, accepting that cover isn't going to be ubiquitous and evenly distributed, we do get some clumping and so it's definitely more than one person at a time, but up to 24 (taking into account the doubling for being in the open)? That is just hard. Unless the 1960's efforts at guided bullets were revisited and worked. Then you spray in the general area of the infantry and let the slugs figure out what to run into. A bit non-BattleTechy to me but, eh, potential future of the '80's stuff.
Autocannons, like the rest of the weapons going forward, are going to do very little if they are fired directly at one poor schlub. That guy is probably gone and the fight goes on. However, if the AC is shooting at the ground instead of the actual infantry then we start getting some effective kills. If the infantry are hiding behind rocks, hillocks, berms, or other earthwork-like structures then the AC users best bet is to use those very structures as targets and let the subsequent cascades of debris and toppling or sliding of earth remove the infantry from the fight. No, in this case you're not going to see a lot of fatalities but you will see a lot of guys either stuck in the mud and rubble subsequently created or trying frantically to get their buddies out of said mud and rubble. It probably won't take that long to get free, 5 minutes would be a stretch for the longest it could take, but in the scale of a 2 minute battle it's plenty long enough.
Similar effects happen in wooded areas by shooting the trees and causing timberfalls and small-scale dazzling/blinding from the burning and sharp wood flying around. Still not actually prone to being too lethal but definitely takes those guys meaningfully out of the fight.
Overall, I could still see this effect accounting for 1/3 to 1/2 of the AC's rating in kills.
Now missiles have two arguments, but I am partial to the second one I will present. Personal preference, neither more right nor wrong than the first.
Initially, since missiles are guided weapons, it's nowhere near beyond the scope of reason to presume that each missile might be able to lock on to an individual trooper and blow that specific guy to however many bits might be imagined. Not too hard to extrapolate from the future of the '80's technology mandate. But I just don't care for the idea of poor Pvt. McWillis running madly away from the soda can of doom as it chases him down. Again, my preference.
Going back to the idea of shooting the ground, however, we run into a neat effect called liquifaction. Liquifaction is when a mass of solids get enough potential energy and in the right conditions to act like a liquid. If you bury a bunch of explosives a meter or half meter under ground and largely blast downward this is what happens to relatively solid earth. Mining demolitionists use this property to slough big sheets of earth out of the way.
Pepper a hex with 10 LRMs and you're going to see infantry wrestling not only with the shrapnel kicked up from the blasts, but also finding themselves or their buddies stuck in what amounts to quicksand. Still quite unlikely to actually kill a lot of people but it definitely takes them out of the fight.
Either way you look at it I feel like this could account for 1/2 to even full damage from missiles applying.
Lasers are kinda tricky. They pack a ton of energy into a small spot. Shoot poor Pvt. McWillis with one and he'll be boots and not much else. But his buddy at his shoulder is mostly going to have only the trauma of having breathed in his squadmate. Lasers work by ablation and so the surface they hit will be directly harmed but it's the explosion of material off of that surface that would really work against infantry.
By shooting at the ground or cover the infantry is using you're going to create a rapidly expanding cloud of stuff that is highly ionized. The ionization matters because unless the infantry in question have fully self contained breathing apparatus then they won't be able to use the atmosphere around them for respiration and attempting to do so will leave them spasming from the electrical impulses in their lungs/diaphragm. I was not able to determine how potentially lethal that could be but from the few lab accident reports I found regarding high-powered lasers I'd assume not too much so. But even still, it stops those soldiers from fighting.
Now the question of pulse duration for BattleTech lasers really makes a difference in how this actually plays out. If it's a single, micro-second long pulse then you'll get a very violent but small explosion and really you're only likely to inconvenience or kill one or two guys. If it's a single seconds long pulse, or series of pulses over a few seconds then you can sweep the beam and spread the effect out. By shooting the ground with that longer spray you can affect more troopers.
Hard to judge this without better pulse duration, but I'd still say 1/4 to 1/3 effect from lasers.
Now on to the old-school mother of all weapons, the PPC. Looking into how these should work and the effects of accellerated protons on various materials the PPC has become a lot scarier in my mind. This loose conjecture is based on a muddle of information between particle effects and lightning strike details so please have your sodium intake significantly increased.
But relevant to our discussion if a PPC hit someone directly that individual is dead. There is no maybe, they are actually worse than dead because they are exploding with enough force to cause injury to others within possibly 50 feet. Now that 50 foot number relates to unarmored people in unprepared conditions, but even still the guy nearly shoulder to shoulder with him behind that wrecked tank is definitely out of action.
On top of that wonderful effect there is also the magnetic corona around the beam. That is likely to be around 30 to 50 feet in diameter and is a massive force in itself. People exposed in that area suffer arhythmia, seizures, muscle spams potentially strong enough to break bones, and a host of other physiological effects that are massively debilitating. Now as awful as that all sounds it is apparently not commonly lethal, so we come back to guys out of the fight but not necessarily dead.
But hold on! There's more! What if we shoot the ground behind the infantry group? Why would we do that? We would do that because the charged particles from the PPC's beam will charge and split particles in the ground which results in a big explosion! Now this explosion is coming out of the ground but because of the ionized channel the PPC created the blast is going to mostly focus back the way the beam came with something like a cone point of around 5cm and a cone base of around 30m (unexpectedly convenient, that). In this cone is going to be a whole lot of brief hell: heat, shrapnel, overpressure, and concussion. Altogether this can actually be lethal, but given the armor, training and other factors on the part of the infantry in question many will probably pull through. Just not likely in immediate fighting shape.
So, yeah, PPCs should realistically do their full damage against infantry. Maybe more. But who wants the PPC to be even more the King of Kings?
And now the Gauss Rifle... This one really surprised me. I was really expecting KE weapons like the Gauss to be pretty simple: that guy is dead, everyone else heard a loud, annoying whistling sound. But no. Apparently if you use the Gauss Rifle as a miniature Rods from God type weapon then you can create craters in hexes to bury infantry or at least leave them stuck trying to climb up steep slopes of very loose material, which will take way more time than a battle will last.
At a 17 degree angle, for what it's worth, assuming hard ground, the gauss slug leaves a crater almost 4m deep and a little more than 15m across. And then there's the ejecta and concussive effects to worry about. Definitely something that will ruin the day of poor Pvt. McWillis and co.
Overall effect in game? Probably even more than base damage to infantry, but again that doesn't sound like fun.
Now I am certain that my web-based investigations have some pretty serious flaws, but the general ideas are sound. In a reality with these kinds of weapons I seriously doubt you could find enough people to volunteer for infantry duty to fill a regiment, nevermind the divisions the Houses have. But this is BattleTech and some people gotta have their massive underdog victories. Those are what make good stories!