Don't forget how Rocket Launchers all have a different range....sigh. So many tables.
One of the things that I hope they do in the future is just give is a very few amount of weapon systems
Like I said above. I'd be thrilled if the AC & Missiles were both in sizes 2-5-10-20. And that's it.
Then give us variable stats on the ammo.
The ACs could default to the tonnage of the original IS models, but they combine features of RAC/LAC/LBX/Ultra
LBX ammo would get a range bonus to match Clan stats.
A combo ammo of RAC/Ultra/Caseless would be shorter ranged like LAC/RAC but would get more shots per ton.
All AC would be 120 points of damage per ton of ammo. This stuff would be 50-100% more.
And it would be the only ammo type able to use the RAC function.
Precision/LBX and other specialty stuff would only be single shot, because letting someone RAC6+LB20X would just be dickish.
And by going to 120pts per ton, we avoid that annoying precision-20 ton of only 2 shots.
Give the "Advanced" MG the stats of a Light MG but with 2 damage & then remove all other MGs & the APGauss/Magshot from the game.
Say the failed as a concept from too many magnetic chain explosions killing people.
So the "Uber-Launcher-20" can fire any of the existing ammo types.
LRM
SRM
MRM
Streak
ATM-Ext
ATM-Std
ATM-Sht
Inferno
Frag
Etc etc.
And really, feel free to weed out some of the unused ammo types.
Hell, feel free to create some new ammo that simplifies/condenses the options.
Like ATM-Short-Streak-Inferno combo, Have them down to 9 range like IS/Short/ATM, but do 2 Damage + 2 Heat + They don't shoot if miss. And does this all at 100 round/ton
I know, that sounds a little crazy, but I'd be fine w/ it. Call them "Napalm" ammo.
Your "Mid" range ammo could be a combo of Artemis4/LRM/Frag/MRM type stuff.
It gets a +2 cluster, only does 1 damage, goes to 15-18-21 range for long, not sure, and "clusters" on impact so it does full damage to infantry/trees so 20 = 20 dead troopers or whatever Frag normally does & has more rounds/ton than SRM, so 120 like LRM.
Call them "Sub-Munition" ammo
Finally there is your Long/Extreme ammo. It does out to 27-30? Like E-ATM or Extreme LRMs
It does have a minimum range of IDK 6 or so.
It gets no bonus to hit for accuracy or cluster table against most targets & only does 1 point of damage, but maybe it combines the effects of EW rounds with some Flak abilities. So if you have Electronics or are Airborne it homes in & explodes like a SAM.
Give it the Flak bonus or the Artemis-V bonus or something.
Call them "SAM" ammo.
They would all cluster in 5's the way ATM's do which allows LBX to take over as the main crit seeker from SRM.
This seems a little complex for standard play but at the same time would save us loads of space for "new ammo" in TACOPS type products.
And we have precedent for it with the I-ATM.
One Shot launchers & Rocket launchers combine to give you the "Improved Rocket Launcher"
Its the 5-rack from above for 1/2 ton & you get a single salvo of whatever ammo type you choose.
Regular launchers weigh the same as original IS launchers of those sizes except the 5 who is now 2.5 tons.
Crits are 1-1-2-4 for each launcher size. Heat is 1-2-4-6
Armor could be the old standard, or 2 alternate options.
"New Ferro" - 7 Crits, 25% Point boost for 20/ton
or a combo damage reduction armor.
Call it "Heavy Duty" - 7 Crits, same points as normal, but, Reduces incoming hits by 20% rounded at the half.
So 15 Pointers will still do 12 to headcap :)
10 Pointers do 8
5 Pointers do 4
3 points = 2
MGs & LBX is unaffected.
Internals just get condensed to Standard & Clan-Endo variety.
Anyway, those are just some thoughts on how to keep "some" variety while removing a lot of the extra stuff we currently have.
Kinda got off topic.