The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
This encapsulates why I prefer the AC5/UAC5s, you can really ruin someone's day from a very pleasant range. And the ruin someone else's day in the next turn.If i understand this comparison right, it only considers a mechs pure alpha strike power. I wish there was a tool to compare mech builds taking into accout all tactical aspects as well. Like range, speed, heat management and the pilot sitting inside.
A slow mech like the annahilator will likely only reach its strike range after the battle is already desided if it only carries short range weapons like uac20. And if you carry 3+ of those you can only deliver that big alpha effectivly every second round due to recoil and heat.
That comparison is not "the" answer but a data chart that must be interpreted. All mechs have the same speed, you can see how much heat generates each mech with the alpha, and you know what range each weapon has (maybe not exactly but at least approximately).If i understand this comparison right, it only considers a mechs pure alpha strike power. I wish there was a tool to compare mech builds taking into accout all tactical aspects as well. Like range, speed, heat management and the pilot sitting inside.
Recoil Penalty can be easily negated by TTS+++ and very often you'll need one less round to kill a mech. It may be worthwhile to run hotter if the killing power gets much better, and it does, but the main issue is not that but the need to get closer, meaning it will take you more time to fire and switch targets, and when you do you'll be potentially more vulnerable. If that kind of killing power was at 450m range or the range was the same 270m but could be found in a fast medium mech then it would be a very different story, it would be pretty good, maybe OP.And if you carry 3+ of those you can only deliver that big alpha effectivly every second round due to recoil and heat.
I would, because you drop a lance. You can cover for the range problem with other 'mechs.As an answer to the OP I would Just say that loading an assault mech with only short range weapons is not smart. You have to get into position to fire and thats not gonna work when you dont have manuverability/speed. Thats why i would never go all in on ac20 on an assuault mech. Mixing in 1 big gun makes good sence for the close encounter.
I don't think mixing something like a UAC20 into an otherwise long range setup is a good idea. Now you need more armor because you're willing to enter short range, and likely you'll want some TTS for the recoil. And you need to be willing because for the most part you can choose at what range do you fight, you can have the tools for that (JJs). Mixing ranges your mech will be less effective at long range because the UAC20 is dead weight and also at short range because you could use shorter range more efficient weapons.As an answer to the OP I would Just say that loading an assault mech with only short range weapons is not smart. You have to get into position to fire and thats not gonna work when you dont have manuverability/speed. Thats why i would never go all in on ac20 on an assuault mech. Mixing in 1 big gun makes good sence for the close encounter.
I don't understand why people carry this much ammo. You're firing off 1t of the stuff every round, but with that kind of damage potential I really doubt you're ever near depleting it. 8 rounds is usually ample if you're dropping full lances, even fewer if you're abusing called shots. That'd save you four tons, which you could put into any other system you choose, and I suspect you could lower it even further. The only time I'd ever consider more would be for LRM machines.I use a 4x UAC10++ Anni with TTS, enough ammo for 12-14 alphas and maxed out armor.
X axis is damage done to the head (so yes, it is cumulative), and Y axis chance to do that damage. In this case only showing from a bit less than 61 up to a bit more than 153, which are the relevant thresholds for headcapping, and because of that I crop the chart to 55-155 dmg dealt to the head. Just take an simple loadout like the 4xGauss and you'll see the 71% to headcap at 0-20% DR, but once you need more than one hit to headcap chances drop dramatically, now you have four tries but needing two hits to land.Is the bottom cumulative damage for an alpha strike?
The left side is a damage reduction value or a chance to hit the head? What are the step downs? For ballistic weapons, do you incur an accuracy penalty as each individual weapon fires (recoil effect)?
How many mechs do you expect a mech like this is going to kill? something like seven, ten, o more like 3-4 if you're using it along other mechs and not as a lone wolf?. I think 12-14 salvos is overkill and a waste unless you're soloing or with some other type of self-handicap (like no Precision Shot or Vigilance).I generally agree, but considering that once this mech runs out of ammo, it becomes significantly less useful, I can understand why someone would want 10 or 12 rounds worth of ammo.