An odd thought on re-balancing Autocannons in a world of Double Heat Sinks.

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l0rDn0o8sKiLlZ
06/04/19 02:14 PM
73.216.131.208

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So... what if we:

A. made it so PPCs / ER PPCs/ Light PPCs / Snub-Nose PPCs had a "recycle" rate like a TSEMP Cannon, as in you could only fire them every other turn.

B. PPC Capacitors could bypass this "recycle" instead of charging the PPC at the pilot's option.

C. The AC/2 weighs only 3 tons, effectively the same as a brace of four Machine Guns with a half ton of CASE-Protected ammo, or just one ton of unprotected ammo.

That would make the AC/5 do half the damage of the PPC, but at twice the rate of fire, while the AC/10 becomes a double-fire PPC with less range. The Large Laser would then be a slightly lower damage, but ammo-free AC/10 substitute and a more meaningful choice versus the PPC And the AC/2 would become a viable alternative to the Machine Gun as an extreme-range Anti-Air, Anti-Vehicle weapon.
"Woad Raider, kill things today."
Retry
06/04/19 05:07 PM
64.189.130.11

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A and B:Interesting idea, but it'd probably prove to be an overly painful burden on PPCs while making Capacitors basically a must-have. PPCs aren't the only thing that makes ACs look underwhelming.

C:Pretty neat idea, though it requires redesigns of anything that uses AC/2s.

I personally prefer solutions that don't change the weight and crits of weapons for that reason. I think the Tac Ops option that has to do with basic vanilla autocannons is a good start, personally.
Karagin
06/04/19 05:52 PM
72.176.171.47

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And you kill vehicles yet again since their big take away is they can use ACs and Missiles without the worry of heat sinks needed to fire them...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
06/04/19 05:58 PM
66.74.60.165

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Part of this was discussed in another thread.
Skipping a turn for PPCs would make lasers, especially ERLL the go to choice. So that would become the next issue. Energy weapons ability to fire as long as you have power is the issue verses the ACs ammo.
The PPC capacitors should be more like having the ability to fire the weapon a second time, not add to damage as it is. But that really screws up the balance of the weapons things. Even putting them on lasers.
Though a heavy ppc line, like the heavy lasers sounds like a thing.

As for ACs, it was suggested not only lighter weights, but more ammo for the guns. This would allow them to become more useful.
With the last paragraph, you basically make an ultra fire 4 shots a round. If you leave it at two, then it isn't worth making an ultra. The normal ones would do that. I don't know enough about rotaries, so will leave that to someone else.
Longer range was brought forth for the ACs, as they don't need to focus on a small area to do damage like energy weapons need.
And if you say the energy weapons don't need to do the small location, you change the entire range brackets. Though I think most would let the power distribution of the energy weapons is why their range is short. Refer the Abrams guns for range issues. Over a mile with a high hit percentage. Not the crap of even half a mile, and they can't do anything.
Karagin
06/04/19 06:56 PM
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Again ranges are for tabletop play NOT the backyard play.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Wick
06/06/19 11:16 PM
45.43.104.179

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>>> A. made it so PPCs / ER PPCs/ Light PPCs / Snub-Nose PPCs had a "recycle" rate like a TSEMP Cannon, as in you could only fire them every other turn.

The Solaris VII box set introduced this idea as part of its Dueling Rules, but it was highly unpopular. Only the AC/2 and MG could be fired every turn with penalty. Most weapons had a 1 turn cooldown period, but LRMs, medium pulse lasers, large lasers, AC/20s and Gauss Rifles had two, while ER large lasers, large pulse lasers, and PPCs (normal and ER) had three. You could override but it produced double heat (or triple in the case of those big larges and PPCs if fired consecutive turns), and it had a risk of destroying the weapon like an Ultra jam.

In play, it was rarely used except as a means of last resort (Hail Mary Alpha Strikes), but more importantly radically changed the value of certain units. Machine Gun heavy units became highly desirable and mechs with short delays like the Jagermech were now on even footing with hot-running delay-intensive units like Marauders (whereas in the classic rules, this is a generally one-sided affair.) I was rather fond of the idea, as it gave light mechs a better footing against heavier mechs, but I could understand why it never caught on.
ghostrider
06/07/19 01:25 PM
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I can see Solaris having such a restriction, as it promotes physical combat.
In open field combat, this really changes things.
Then need for all those heat sinks disapears. If those that come with the engine is alls you need, then you add in more weapons and equipment. Units, like the clan Nova would become standard. Fire off on arm of weapons this turn, and fire off the other next turn. Have just enough to cool one set of weapons a turn, and not worry of overheat. You lose fire for one turn with one set of weapons.


As for ranges being for tabletop, I don't know if the original battle Droids was set up for it, but it looked like the original battle tech box set wasn't.
So with that said, I would believe the developers wanted physical combat, so shorter ranges would have to be it.
Also, there really isn't any maps in the original, that you could fire LRMs at maximum range. Yes, there is a few spots, but for the most part, los prevented it. So why fire 10 miles if you need LOS?
C3 and spotting rules weren't around at that time, so this wasn't a concern.
Changing the scale would solve the space issue for tabletop. Granted, moving an inch or two would be very boring quickly.
Wick
06/11/19 01:00 AM
45.43.104.179

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Well, the Solaris VII box set tried to solve that issue too, by multiplying ranges by roughly six, with to-hit modifiers range from +0 to +5, with the +0 roughly equating to the classic hex range. LRMs had a max range of 84 hexes. Of course, the maps didn't get any bigger or with smaller hexes, so a minimum range of 24 hexes made LRMs completely impractical (just about anywhere on a single map carried at least a +3 to hit modifier) and had yet another effect on which mechs were good and which were bad. Mechs like Catapult, Archer, and Valkyrie were nerfed while mechs that were usually outranged got significantly better. The Victor was perhaps the best mech in the game for the Solaris VII rules, but since just about every mech featured an LRM, PPC, or AC/5 and was negatively impacted, our group dropped the range rules quickly and went back to normal ranges (and soon dropped the delay rules, too, playing entirely classic rules on the Solaris VII arena maps.)

Solaris VII had some neat ideas, but ideas that didn't work with existing maps or mechs without seriously unbalancing the game and or/requiring gigantic play surfaces.
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