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.
How that can be?
But a high ML load, like with the GRH or the HBK laser boat, will sand off armor more effectively than a couple of LRM20s. Not the knockout blow of some of the AC20s or UAC10s, but important to survival none the less.
Here you're ignoring MLs are actually more dmg/heat/efficient and not merely smaller hits dealing the same total damage overall than big hitters. If you can mass MLs then most likely you're dealing MORE damage total and delivering the same (or more) damage to the desired location plus extra damage onto other locations as well.So while you're trading a single high-damage shot for multiple lower-damage shots, they also are more likely to hit across the target.
That's very situational but we can make some estimations:Me? I'm happy to have trawled through post-Campaign systems until I could outfit two 'Mechs with Gauss Rifles and two ammo bins each... and simply snipe at where units keep their ammo. That through-armor-structure damage is quite decent at exploding ammo... works like a charm on Thunderbolts.
0.80 (chance to hit CT with max base chance) * 0.60 (~ chance to crit if landed) = 0.48 chance to crit aprox TWO AMMO SLOTS IN CT --> .48 * .5 (2/4 slots) = .24 -> 24% TO CRIT AMMO SLOT PER HIT 1x GAUSS --> ~24% TO EXPLODE AMMO 2x GAUSS --> ~42% TO EXPLODE AMMO 3x GAUSS --> ~56% TO EXPLODE AMMO 4x GAUSS --> ~67% TO EXPLODE AMMO ONE AMMO SLOT IN CT --> .48 * .25 (1/4 slots) = .12 -> 12% TO CRIT AMMO SLOT PER HIT 1x GAUSS --> ~12% TO EXPLODE AMMO 2x GAUSS --> ~23% TO EXPLODE AMMO 3x GAUSS --> ~32% TO EXPLODE AMMO 4x GAUSS --> ~40% TO EXPLODE AMMO
Weapon efficiency is intrinsically linked to the chassis it's mounted on for me. UAC/5s are horrifyingly efficient on an Anni, The PHX-1B is just plain terrifying with 2 LL+++ML++S, and SL+++. It would still be slasher film worthy even without the ++/+++ variants.
With a GRH, its actually the 6 MGs you can throw on it that make me giggle, especially with the +variants. Anything below an assault tends to just dissolve under a full salvo to the side.
Another point about Mech Repairs. Take note of which things cost time and money and how much they cost. A stock Jenner can be converted to a JR7-F in no time, even early in the game. It takes no days to pull out the SRM4 and Ammo and no days to add 3 tons of additional armor. This leaves you a mech which will not explode, is better at heat management and is significantly better armored.Money Management
"Mechs are the next cost. It basically costs 12,000 per month per active mech. Early game, I run the starting 5 mechs until I can get a decent replacement for the light mechs, which happens pretty fast down the story line which I recommend. Once I get the 4th medium, I run exactly 4 mechs through mid-game with the exception of the occasional 5th slot for an "upcoming" mech which will take time to get into fighting configuration."
You have to be very careful when you have no backup mechs. Yang can fix your armor damage with no delay, but internal structure and weapon replacement take time, especially in the early game before the Argo's mech bay is fully upgraded. Going on a mission with damaged internal structure is asking for even more damage when the limb or torso is destroyed. You have a range of 0-7 possible missions per planet. Perhaps one more will be available if it is a Flashpoint. If you are forced to leave that system because your surviving mechs require 16 days for repairs, that costs you a lot. Happiness is a spare Griffon-1N in the mech bay!
Another point about Mech Repairs. Take note of which things cost time and money and how much they cost. A stock Jenner can be converted to a JR7-F in no time, even early in the game. It takes no days to pull out the SRM4 and Ammo and no days to add 3 tons of additional armor. This leaves you a mech which will not explode, is better at heat management and is significantly better armored.
A couple of things...
One is that I started a new campaign and painfully remembered just how BAD the pilots are at hitting anything until they up into the 7-8 levels across the board. Leg a TBolt and only need 24 to take off the other just to watch one of the mechs miss with everything and have the enemy stand up and injure my pilot with a luck head shot. Wasted a lot of missiles,too.
How that can be?