There is a lot to be said to be making ACs more "viable" in the context of the game. It has long been a complaint that ACs are too heavy and lack that special"something"
I'd suggest, rather, that energy weapons are too light but that is another argument.
If you want to change or tweak ACs, the first question is how.
As I said elsewhere, unless you want to make changes to the record sheets - which isn't viable - then changes must come via rules and not new stats. As mass is invisible on the sheet, there is some limited scope to change - just not much. CGL/FASA/FP already tried this with their ideas on Walking fire and rapid fire and so on.
But more could certainly be done
(The following is essentially a repost)
I am going to suggest that aspects such as heat and minimum ranges be left untouched. This is about "tweaks", and not a new weapon system. Small changes to mass and even ammo count might be doable, but not the basic stats that are on the record sheet.
First step - define the weapon. We have that. A rapid fire ballistic weapons that fires projectiles at high speed.I'll go one step further and suggest the concept of an autocannon should preclude the idea that an autocannon can have a "slow" rate of fire. You want that type of weapon, there is the Gauss, and we could create a new modern Rifle but Autocannons should be just what they are stated to be - rapid fire weapons that fire a burst of shells. That way, the existing mass can be explained away as the mounting, feed mechanism, cooling systems and anti recoil measures designed to keep the weapon on target during the burst. You'd probably want to specify something akin to an AC/2 firing a ten round burst and that the To Hit Roll represents not only hitting the target, but the ability to group the burst to the degree needed to cause damage.
So yes - the AC/20 CAN indeed hit a target at 10km...unfortunately, the shells scattered all over the target so all it did was scuff paint.
So - if we can't/shouldn't change most of the basic stats, what can we tweak?
The rules on how to use ACs.
So - let's embrace some modern/future tech and make it standard in the BTU.
All ammo is caseless.
All ammo (post-3025 era) is ADL enabled. In short, the weapon can choose between flak, standard and flechette rounds at will.
All ammo is a form of precision - all ACs get a ToHit bonus. Probably -1.
So, this alone makes ACs more accurate, and more flexible.
What else?
All ACs use the same ammo. An AC/20 can share the bin assigned to an AC/2. This requires a small change to ammo count as now you need a system that can track ammo usage across different weapons. So, we assume that an ammo bin counts "damage potential" rather than physical rounds. Do we also try to account for "reality"? Modern day ammo is heavy and, more importantly, big. Lets say we give each ton of ammo a damage potential of 15 points...that'd be 75 rounds. So, the ammo has to be smaller than modern day tanks rounds to fit. Smaller, but denser. But also means that record sheets need to be reworked. Viable for a tweak?
Maybe. maybe not.
OK - so the shared ammo is probably a little too complex for a tweak.
How about this...ACs can fire as any smaller class AC. An AC/5 can act as an AC2/ and AC/20 can act as an AC/2, AC/5 or an AC/10.
So yes - the AC/20 can fire as an AC/2. This might be too complex for a tweak as you'd need to keep track of fractional ammo values. or move over to the shared ammo system. Too complex for a tweak? Perhaps.
So - rules changes. What else can be suggested?
What if different weapons had favoured targets? So let us say ACs deal triple damage vs buildings, half damage vs Mechs and modern combat vehicles, full damage vs support vehicles and conventional infantry. We could have lasers do half damage vs buildings for even more differentiation.
The rapid fire option in the books is a good idea. It should probably be made standard. Maybe just add a ROF column to the record sheet and have the same rules cover Rotaries? Perhaps - but for just ACs, not necessary. You'd want a targeting modifier though to avoid it being a standard feature, with a jam chance and you'd need to remove the jam from ultras.
And the last rules option that strikes me as viable is to allow the use of different fusing and spread options to allow for indirect fire and AOE effects - miniature on board artillery.
These suggestions make ACs more flexible, but keep the existing size, mass, range and heat. Depending on how these were added, then the counter of a shorter battlefield life via altering the ammo count as suggested would probably need to be considered.You'd posisbly want to set the Damage Value of a ton of ammo at 20 to allow the AC/20 to get 1 shot per ton of ammo, but for some reason I like the idea of 15