Why do you have two spotters for the same lance at opposite ends of the board? That's the only way to explain why a 'Mech with a 7 hex jump can't get in range of a target with 9 hexes of short range of a target your other spotter is on. Splitting the fire of a C³ network like that is simply a waste, and you're just asking for trouble or to lose spotters.
Not two spotters. But when you drop the target you're spotting, the next available target might very well only be within spotting range of one of your other mechs, even if they're not of the spotter variety. Flankers especially end up doing this. it's less of a problem with smaller maps, as the 7 Jump you described will likely get you where you need to go, but the larger the playing area, the greater the risk of this occuring. It's a matter of added utility
If you're both standing still and at 4 hexes, maybe. jumping at 7 hexes is an entirely different story. Your chance of hitting is a full half that of the snub-nose PPCs assuming standard gunners. You'd need 8 ER Medium Lasers to consistently deliver the same damage, and there's no way you are wedging 20 doubles on a Yao Lien, or any 55 tonner.
Assuming you're jumping every turn, and assuming you're sticking strictly to 7 hexes, which will limit your choice of lancemates somewhat. Artificial limitations on my point placed by individual tactical considerations, MadCap. You're better than that buddy ;)
It's also heavier & still deals less damage. Getting 3 hexes or closer as a spotter is just asking to lose it.
When you said "more effective at close range".
except they require two tons you don't have to spare, and deal 2 less damage. Oh, and they can't do anything past 10 hexes, and are far less efficient in hexes 8 & 9.
It
is more effective at close range. Should be be heading into close range? No. But if you can argue that the Snubbie is more useful at long range, it's fully viable that I can argue the LPL is better at close range. It's a matter of added utility to the design, and which do you think you're more likely to have a spotter at? 3 hexes or 9?
except they require two tons you don't have to spare, and deal 2 less damage. Oh, and they can't do anything past 10 hexes, and are far less efficient in hexes 8 & 9.
Switching one LPL for an ERLL goes a long way to solving both problems.
It's hardly negligible when my only interest is doing the best damage I can at 7 hexes, which is what being a spotter is all about.
Only if your lancemates are all equipped strictly with weapons that come into short range at 7 hexes. It can be true a large portion of the time, but certainly not always.
It's not a great 'Mech, but I wouldn't describe it as bad. The heat sinks are a marginal issue at worst, as they only really limit firing while jumping, and jumping & firing a RAC is a bit of a waste. Varying of the RAC firing rate should make it simple enough to eliminate any overheating concerns, and RAC/5+ML+Sword is a pretty good combo for a mobile 40 tonner. Considering the Cuiraiss' company in the forty-ton class, it's effective and classy.
A rare agreement between me and MadCap! ;D
Let me second everything he said. The heat's very managable as long as you're not firing 6 shots a turn every turn, which you should be anyways. Is it great? No. But it's eminently usable.
Well, if you have some Vanquishers around, the Snubbie is a great C3 spotter for anything with LGRs.
And one of the only exceptions to my stance. Good call Kit, as usual. If you're playing mostly with weapons that can exploit the 8-9 point golden bubble that the Snubbie creates, then it's an excellent spotters weapon. It's just rarely the right choice for the job. Vanquishers aren't exactly common, and even less so in the CapCon.