Well isn't 5 tons still too heavy? Although that's still better than 6 tons.
I remember that improved AC/2 on IO(one of the clans experimental improved standard weapons) is 5 tons but otherwise same as AC/2. Perhaps exchange a standard AC to this equipment would be tolerated?
That all depends, I see a lot of 'tactical' thinking here, and not much 'strategic'.
aka people thinking of it in terms of a single engagement that ends in ten rounds (the SRM comparison), not a battle lasting
days. (remember, one round equals ten seconds).
Here's why the AC/2 isn't a waste at
7 tons (6 for the gun, one for the ammo, Seven, not six).
Because your opponent is taking damage and he can't reply, and that damage has to be repaired, and if it isn't, he's more vulnerable when the Blackjack backpedals and the light infantry he's been ignoring takes their swipe, or the cheap tank with its pathetic AC/5, or...get the picture?
It's an
attrition weapon. each plink of damage reduces the resistance to the next one, and in warfare, there's always a next one, the only way NOT to have the next one and still be in warfare, is to spend to repair it.
That expenditure comes from the same funds that include the food, water, ammo, and consumables that would otherwise be available (via tonnage transported, and those costs, as well as the cost of purchasing repair materials or, god help us, parts.)
It's NOT a "Wunderwaffen" by any stretch of the imagination, but it IS something that creates vulnerabilities and costs budgets, time, and tactical objectives to repair.
Why tactical objectives? because if you're replacing armor sheets, you're not advancing, you're not attacking, you're not maneuvering, you're doing repair work. (manpower, time, money, transport costs, transport time, other opportunity costs)
which is more expensive than buying more AC/2 ammo. In a mobile battlefield, time is money, because the field is
fluid, if the Wolverine in the previous example is looked at individually, he got a 'draw'...
in that encounter, but now, he's got to chosse between going back to the rear to have multiple armor facings patched up, or advancing with pre-existing damage someone heavier or even MORE crit-seeky can exploit. Weapons that might NOT have a chance to inflict internal damage or even mission kills, will be able to do so thanks to all them hits he couldn't answer, or he has to retire to the repair dock and hope the enemy counterattack isn't coming with fresh troops.
do you see how that works? ON EVERY LEVEL, only shots that hit matter, and only hits that do damage matter. but ANY damage matters-because pre-existing damage is a weakness that an opponent can, and will, exploit.