Whatever. I guess that means "super materials" that are lighter and far stronger than what's used in existing ACs would be the way to go then, at least used in conjunction with newer, hotter propellants. End result: lighter AC that runs hotter.
Except you'd be rewriting all the AC/s then.
I'm sorry? Are you equating a mech being slightly slowed down and becoming more inaccurate (both of which are temporary conditions as far as single battles go) with an explosion that destroys ENTIRE SECTIONS or even outright kills the mech instantly (which is permanent)? Are you actually saying that heat penalties and ammo explosions are EQUAL in terms of how badly they gimp a mech? You don't think a mech that runs hot has an advantage over a mech filled with explosive ammo bins? Really???
I really don't think it's a good think to have your mech over heat and shut down in the middle of battle making you one big easy target a good thing.
Then you must be the only one, because I have NEVER heard of overheating outright killing a mech (outside of a video game anyway) unless it touches off said ammo explosion (and not every mech carries ammo), nor have I ever heard anyone complain about it.
It's happened.
Have you been following what I've been saying AT ALL? Using more heat sinks is actually an advantage for weapons because heat sinks can be SHARED. And when you have two equivalent weapons that are alike in performance except where heat generation is concerned, the hotter weapon will always be lighter and the difference in tonnage will be identical to the difference in heat generated.
Ergo, making a weapon hotter and changing nothing else will lighten the weapon in tons by the same amount heat is increased. Why? Because game balance demands it.
But that doesn't bare up in the game stats. The LB-10X is a ton lighter than the AC/10 and generates 1 point less heat. If getting lighter should generate more heat like you say, the LB-10X should generate more heat.
Well duh. That's the point!
That isn't always a good thing. You'd be pushing people away from energy weapons.
And? You can dial them down to zero too (aka turn them off). The entire point of this exercise (which I did say before) is to remove one of the advantages that make energy weapons so much better than ammo using ones.
And reduce the reasons for using them at the same time.
Even if you only have 1 or 2 shots left for missile ammo, you're still looking at a range of 4 damage (1 shot of SRM-2 ammo) to 40 damage (2 shots of LRM-20 ammo). An exploding energy weapon would fall well inside that range so that it's no more disadvantageous than the near empty ammo bin. And of course there's always the freak TAC that nails nearly full bins through intact armor.
True but every weapon would be a potential bomb. Nobody would use lighter units since any hit could cause it to blow up.
Well it depends on how much ammo you wanted. Considering the difference in weight is slim it doesn't take much to compromise the armor.
More importantly you are increasing the chance that ammo will be available to explode and thus crippling a mech with CASE or destroying it without it.
Possibly but like you said, that depends on how much ammo you want.
You are making the same mistake with evilarthur as well as myself. For some reason you aren't accounting for bracket firing properly.
Um... if you're bracket firing you wouldn't be firing the AC/10 when firing the medium lasers so why would the AC/10 have to add more heat sinks for them?
LRM 10 on average does 6 damage per turn. Regardless I'm being silly. The damage is triple if the targeting mods are the same which wasn't the example I was using. With the difference in targeting mods the LRM 10 does 50% more damage.
Ah. that's where you're getting it.
This was done with multiple playthroughs. It didn't matter if they were on the same side or if they were facing each other. The medium laser version outperformed the AC 20 standard version when it came to killing power.
Never worked for me.
That concentration in damage matters even less than you would think or I used to think. One person on the old forums used to make a computer program that just tested the effectiveness of damage clusters on assault mechs. He proved that cluster size doesn't matter at all. If the damage modifiers are the same. 4 Five damage clusters were just as effective as 10 two daamge clusters which also were the same as 1 twenty point damage cluster.
uh huh. okay. I'll take stripping off huge sections of armor, if not entire body sections, with one shot over paper cutting any day. The quicker your opponent goes down or retires the more likely you are to survive.
In my own preliminary testing (that admittedly wasn't as thorough as a computer simulation) I've concluded high damage clusters like an AC 20 matters more fore targets with very low hitpoints, in other words light mechs. If you are facing off against heavies and assults you defintely aren't going to be anymore effective no matter how dilutaed or concentrated the damage is. All that matters for those 2 weight classes is the total amount of damage you are putting out for the targetting modifiers you have to roll with.
I'm not so sure about medium mechs because noone has tested what would happen with them.
Since I was squeezing out 30 points of damage in my modified hunchback it is understandable why it would outperform the AC 20 version.
If you're just looking at the amount of damage fired, then sure 6 mediums is going to outperform an AC/20. But how much you fire down range and how much you connect are two different things. You still need at least 4 of those lasers to hit to do the same amount of damage of an AC/20.
PreInvasion all of your points are moot. PostInvasion infernos are diluted by doubleheatsinks for mechs but that has zero impact on their utility against vehicles, infantry, prootomechs and battlearmor which the alternative ammo for the AC 20 can't match.
That depends entirely on when you're playing as those items could be in use. That's true, under the new rules missiles are more effective against infantry than AC/s. Either way, to get into SRM range you still have to get into range of the AC/20. The infernos will cause problems for the AC/ but the opponent won't be feeling all that smurfy either.
As for AMS it is effectively just additional armor that 1) isn't fixed to a specific location and 2) effective only against missiles with a modest level of efficiency compared to regular armor. It's not a big deal.
Every little bit helps and if it means reducing or eliminating on avenue of attack against me, I'm all for it.