Which follows what I say. They're not the best solution, but they're still decent - especially as there's no risk of ammunition explosions, nor risk of heat issues if you're playing well.
And for me "good" means better than average, it implies there are bad weapons and it's not the same meaning as "good enough". All weapons being good is the same as no weapon is good (or bad).
For the ammo explosions to be a factor you need to be in a very bad spot, in which maybe you wouldn't be if you dealt more damage before.
If you play well all weapons can work, the difference is what weapons make easier to win even when playing badly, making mistakes or in much more difficult scenarios. A weapon that can do the job doesn't mean it is necessarily good, it may be but also still can be bad.
There's also a very real danger of relying entirely on focusing too much on whether X is better than Y on a one-to-one basis. There is no point in HBS' game where you are required (or should) be riding solo. With that in mind, evaluating 'Mechs, loadouts, or weapons outside of the idea of "I have four units, not one"... can give you a skewed picture. To quote a wiser man than me, "the map is not the territory"... the statistics, the rules, the analysis and the probabilities all say one thing.
I agree it's not the full picture but still is more objective and much more useful than the "it works for me so it's good" in a really easy game once you know the mechanics.
And there is a point to ride solo in this game, or using just AC2s when there are a lot more weapons in the game, or not using PS/V, or using stock mechs exclusively, or only light mechs, and so on. That point would be the game being so easy. That's why many people play with self imposed handicaps or install mods which greatly increase difficulty.
And here who's relying
entirely on whether X is better than Y on a one-to-one basis?. I think nobody. But this topic happens to be about that.
I think the question of "Are PPCs underpowered compared to tabletop?" can only be answered in the spirit of the theoretical, and is the wrong question to ask. What should be asked is "How do you folks use your PPCs?". Sure, you'll get people saying "I don't".
Why is it a wrong
answer question?. You're just assuming that PPCs being underpowered it cannot even be subject to discussion because they're obviously not, so obvious that it doesn't make sense to ask if they are, that the only possible explanation is the OP doing something wrong. Well, I disagree with that, both are not exclusive. The OP may or may not be playing them well AND PPCs can be underpowered too (or not).
Also I could turn it around and argue that ammo explosions being considered a very important factor is a symptom of bad playing, and thus that being the case may lead to a wrong conclusion. Because unless there's bad play, lack of experience or some sort of self-handicap ammo explosions should be a non-issue for any experienced player.
...but you'll probably get more useful information than someone who holds up a chart and tries to tell you the PPC shouldn't be used.
You are strawmanning me, putting words in my mouth, because
I've never said PPCs shouldn't be used. And in fact I've used them a lot, really a LOT (I've used AC2s a lot too and I don't think many will regard them as good weapons), still I have no problem recognizing they're pretty bad in most cases, and that was pre-HM. Now they're even much worse because more better weapons were added and some other already existing were boosted.
Those charts are based on the game data on damage/weight/heat and ammo consumption. Why don't people use LLs instead of ML, they have longer range, right? well, heat, damage and weight is not the only thing to consider but it matters a lot.
With the game being so easy it doesn't really matter much, but if you still want to know they're not the final word but just a helpful tool. And they would be much more important with a more strong competitive scene (single or multi player) or a much harder game.
Also you misrepresent me because I don't base my assessment exclusively on numbers (derived from the ingame mechanics and not just the basic weapon stats) but also real experience and pressure tests. It's like car crash tests. They're not like real driving, it's not the same as a real accident but still they're useful. And same happens in lots and lots of other contexts, like component certification for example.
I don't use PPCs as often as before HM but still do once in a while and as I see it it's not that they're not the best weapon but that they're not even mediocre, they're not many weapons worse than the PPC.
Let's say you compare it to ML, MPL, ERML, LL, LPL, ERLL, AC2, AC5, AC10, AC20, SL, ERSL, SPL, MG, UAC2, UAC5, UAC10, UAC20, LBX2, LBX5, LBX10, LBX20, SRM2, SRM4, SRM6, LRM5, LRM10, LRM15, LRM20 and Gauss. How would you rate it among those weapons?
Learning based around Theory, Pactice, then Evaluation.
In Theory PPCs are great. No ammo, no risk of explosion.
In Practice: I never run out of ammo or explode.
Yep, that's it.
Both your "theory" and "practice" ignore a couple of things:
PPCs out-range most other weapons.
PPCs do pin-point damage (as opposed to missiles or massed MLs).
PPCs are the only energy weapons that does stability damage.
PPCs are the only weapons that has a stacking to-hit debuff you can apply to the target.
So while the lack of ammo is a pro for the PPC, it is by no means the only pro. If, for example, you want to both impart instability to your target and give it a harder time hitting you back, the PPC is your only choice for that. ACs can't do it, Lasers can't do it, LRMs can't do it.
1 - PPCs range is definitely a good advantage, but in this game range has diminishing returns due to how maps are designed, unless you have Indirect Fire. And PPCs are bad compared to other long range weapons too.
2 - If for example you use LRMs with PS and you aim at the CT then LRMs are going to do almost the same damage (within 5%) and also will damage other locations as well, same for SRMs. LRMs have longer range and Indirect Fire as well. And without PS there is a no contest. LRMs are mediocre-bad for PS (besides the head) and still have the same performance as PPCs, but they're excellent without PS. PPCs aren't.
3 - ACs deal stab damage to plus they are much more efficient. And missiles are arguably the best for that use.
4 - The debuff is very small unless you stack PPCs. But if you have enough available weight for a 4-5 PPC setup then you also have room for a way way higher damage setup at long range which is going to make stab damage irrelevant due to its raw killing power.
I think the real strength of PPCs would be in missions were ammo was actually a real limiting factor and bigger and more open maps, but that's not an issue here.
Sometimes (well, most of the time), this game is about managing and manipulating odds, trying to twist them in your favour. The PPC is unique as a weapons system in that it can add to your risk mitigation strategies by reducing the chance of the enemy return fire hitting you, as well as putting a decent-sized hole in your target's armour.
The debuff is very small and only applies to one target, you need to stack several PPCs to be meaningful. Funny enough, with a SNPPC you may apply the debuff to more than one target with the same weapon (still only one stack per foe per weapon) if there are stray shots.