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« on: April 04, 2018, 05:24:57 pm »
Damage and armor values have been changed to allow for more granularity. So the 9 doesn't say much, certainly not that it does 80% more damage than in tabletop.
And for the most part energy weapons are king in CBT. Missiles have their use, but ACs, especially the AC/2 and AC/5 are pretty bad. The AC/10 is ok, and the AC/20 is the weapon with the most damage for most of the ingame time. But they are heavy and have a rather low ammo count per ton. With special ammunition you are looking at two shots for a ton of AC/20 ammo. Ammo which can blow you to kingdom come quickly on a (un)lucky crit. Even with CASE you loose a location and get a hit to your MechWarrior. Autocannons are too heavy for what they bring to the table and for the risks associated with them. If you just use energy weapons all you need are more heatsinks.
The Hunchback 4P throws around a lot more damage than the classic 4G with its AC/20, because the medium laser is just that good. I still love the HBK-4G more because the damage is concentrated and because it gets all the style points.
When you can mix and match regular ACs just don't make the cut if you are only looking at numbers.
So...I am entirely in favour of a rebalance to make my preferred weapon system (ok, they may be tied with SRMs) better.
What I do know is that missiles and autocannons affect stability while PPCs play havoc with the sensors of those hit by them.
We'll have to see if you can do a 3-3-2 firing pattern on an Awesome. I was never much of a Black Knight fan anyway, though I do love the Flashman (not for its looks). Things like Stormcrow Primes that can fire all their lasers on the run all day long are the most boring mechs.