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The AC5 is a great gun!
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AWAD
Draconis Combine
Chu-sa
Chu-sa


Joined: 06-Feb-2002 00:00
Posts: 766

PostPosted: 26-Dec-2007 05:35    Post subject: Re: The AC5 is a great gun! Reply to topic Reply with quote

jymset wrote:
In honour of a new addition to my sig (its numerous words of wisdom Very Happy are becoming rather unwieldly, aren't they?) I am going to spread some of the love that I first came up with on CBT. You have to see the light, people! Cheers

I've seen so many people on so many boards (not just these) always diss the AC5 and then others are always nodding in agreement, as if a great concensus had been reached that the AC5 is sucktastic. And that this should be obvious.

I'm sorry, I don't see it.

And I sure missed the be-all end-all discussion about it. Hence....

And the fact is, I like my range. I need my range. In 3025, a lot of the high-damage weapons are ranged up to 9.

AC5: best heat-damage ratio for the AC5 (together with a great range and reasonable weight at 10 tons - won't ever quit advertising my liking of this weapon)

Thanks for your time, all!


Jymset,

I wanted to answer this muh earlier but I have been busy.

BZZZZZZ as a man that likes his autocannons the AC5 is one step short of sucktastic as the word you coined. But in Webster Dictionary aceptable, crap.

The weight is the big factor. Look at the 40 ton Mechs carrying the AC5. Hermes II and Clint. Does either of them inspire fear? Make those a LL and suddenly you are concerned.

Yest the AC5 has the best heat to damage ration for range in the game. But I will take ML then speed and close the distance. Or a LL and stay at range.

The flaw is that you are taking the weapon alone in a vaccum. You forget the Mech has 10 free heat sinks.

Back to the Hermes II. OK I loose 1 from each range band. Sorry anthing firing at long usually has a bad chance fo hitting. You do gain a ever so slight edge. But you plink for 5 and can blow up. But If I replace it with a LL I have 10 free heat sinks to play with. So my Flamer and ML do not heat me up very much. Hermes II just became a better Mech.

On the Marauder with heat issues and weight to spare the AC/5 is a great compromise weapon. Yes compromise. Fit the hole, not specifically made for it.

Of course in teh 3055 universe I think the AC5 is more effective as a club.

AWAD- 2 tons lighter and we would not be having this discussion about AC5
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Sleeping Dragon
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PostPosted: 26-Dec-2007 12:22    Post subject: Re: The AC5 is a great gun! Reply to topic Reply with quote

AC/5 is meant to be used on low tech units that can't afford to be equipped with energy weapons. Of course that on lighter 'Mechs they don't look effective. ACs are relatively cheap and easy to maintain in primitive conditions. Light ACs work well on units that are meant to deal with vehicles and other units that don't have to be hit with a lot of concentrated damage. On lighter chassis you generally avoid ACs if it's damage what you want, but they look much better on units that don't want to be a center of attention or if your heat sinks are already occupied by other weapons. Just look at Jagermech. With one PPC it would be better, but it would draw much more enemy weapon fire as well...
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Knightrunner
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PostPosted: 28-Dec-2007 13:12    Post subject: Re: The AC5 is a great gun! Reply to topic Reply with quote

I think the 10 integral heat sinks are really what tip the scales away from lighter AC's for mechs- especially smaller ones. Double heat sinks might make autocannons less attractive in mechs, but they remain good options for vehicles. In conventional ICE vehicles the AC 5 doesn't require power amplifiers or heat sinks, in contrast a LL might do more damage, but it would weigh an additional 4 tons (at least) and have a lower range!

The AC 5's biggest strength seems to be that you can almost always fire it. It has a reasonably long range, good ammo capacity, virtually no heat, and no particularly worrisome minimum range. If you have one, you can fire it every turn almost without fail. It isn't optimized for anything; there's always a better weapon availible for any given task. But, the AC 5 _can_ be used in conjuction with almost any weapon.

So, it makes a reasonable secondary weapon (especially if you don't have the space for another mass of heat sinks), but not a great primary weapon for smaller mechs. It might look useless on a Clint, but it's not so bad on a Marauder.
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AWAD
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PostPosted: 04-Jan-2008 13:04    Post subject: Re: The AC5 is a great gun! Reply to topic Reply with quote

Knightrunner wrote:
I In conventional ICE vehicles the AC 5 doesn't require power amplifiers or heat sinks, in contrast a LL might do more damage, but it would weigh an additional 4 tons (at least) and have a lower range!

The AC 5's biggest strength seems to be that you can almost always fire it. .


Two great points Knightrunner. The AC5 is critical for vehicles. But if it were 2 tons lighter, for the same range, then it gives even more options. You could use LAC as level 1 rule like I do and not level 3.

And you better fire it every turn. Lower the liability of ammo. And it is 5 points of damage.

AWAD- Now 4 AC 5 on a Partisan is a force to deal with.
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Sleeping Dragon
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PostPosted: 05-Jan-2008 08:33    Post subject: Re: The AC5 is a great gun! Reply to topic Reply with quote

Technically the LACs are level 2 now (tourney legal)...
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PostPosted: 03-Oct-2008 20:12    Post subject: Poops and Piggles Reply to topic Reply with quote

I've never criticized the AC/5 in general. Just its placement on Assault Chassis. It doesn't belong. Blow a little more weight for a Gauss man!! (Ok, I know it didn't exist in 3025, but ya know Wink ).

As for your AC/5 MAD... enjoy Razz
Code:
               BattleMech Technical Readout

Type/Model:    Marauder MAD-3J
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 1, Standard design

Mass:          75 tons
Chassis:       GM Marauder Standard
Power Plant:   300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Valiant Lamellor Standard
Armament:     
  2 Autocannon/5s
  2 Medium Lasers
  1 PPC
Manufacturer:  General Motors
  Location:    (Unknown)
Communications System:  Dalban Micronics
Targeting & Tracking System:  Dalban HiRez

------------------------------------------------------------------------------
==Overview:==
     The MAD-3R Marauder is considered one of the most effective BattleMechs
in existence. When first built by GM in the early 2600s, its unique design was
intended as the precursor of a new generation of 'Mechs. With the fall of Star
League, however, the other 'Mechs in the Marauder series remained on the
drawing board. Although the Marauder is a common 'Mech today, many of its
design elements remain unique.

==Capabilities:==
     Originally intended as a heavy attack/support 'Mech, the addition of
sophisticated Dalban Micronics comgear enabled the Marauder to function as a
command vehicle in areas of heavy fighting. It continues so today, with
Marauders often appearing in command lances.
     Though its twin PPC arrangement is reminiscent of more traditional 'Mechs
such as the Rifleman and the Warhammer, the Marauder's unique, more versatile
ball-and-socket arm joints give it a faster traverse rate and a greater field
of fire.
     The Valiant Lamellor armor is another of the Marauder's singular
features. Less massive and better able to distribute heat and kinetic energy
than other armor types, the secret of its manufacture has been lost. In the
present era, the Marauder is one of the few 'Mechs to use it. As blasted
patches have to be replaced with conventional armor, some Marauders now
resemble metallic patchwork quilts.
     The Magna Hellstar PPCs that provide the Marauder's main armament are of
an advanced design, compact enough to be carried in the 'Mech's arms and
durable enough to withstand the heavy shocks of hand-to-hand combat.
     The Marauder's secondary armament, a GM Whirlwind autocannon, was added
almost as an afterthought. The cannon's linkage to the chassis has been
troublesome (see below), and the gun itself tends to be rather temperamental,
often refusing to function at crucial moments.
     The 'Mech's unusual profile makes it a harder target than other manlike
'Mechs, but some design flaws occasionally plague Marauder pilots. The tenuous
linkage between the autocannon and the main chassis is a frequent target,
because a successful hit would disable the autocannon. The same applies to the
rotation ring between the chassis and the leg assembly. Numerous Marauders now
bear improvised armor around these vulnerable areas. Another source of trouble
is the Dalban HiRez tracking system located in the Marauder's forward section,
which severely limits the operator's field of vision. These problems are
comparatively minor, however. The Marauder remains a potent battlefield
weapon.
     In addition to its command duties, the MAD-3R operates as a dangerous
heavy-attack vehicle, outclassed only by 'Mechs such as the Stalker and the
rare BattleMaster. Capable of shooting lighter 'Mechs to pieces and battling
hand-to-hand with more heavily armored opponents, the Marauder is usually
deployed in a heavy shock unit, along with Warhammers and Thunderbolts. Its
PPC and autocannon also enable the 'Mech to lay down a long-range barrage
before actual combat.

==Battle History:==
     After the fall of the Star League, the Marauder found ample employment in
the hellish chaos of the Succession Wars. This common, dangerous 'Mech
continues in the retinue of every Successor State.
     An early example of Successor State use of Marauders was in 2828, when
Duchess Ilsa Liao sent Barton's Battalion of the 1st Regiment, McCarron's
Armored Cavalry, against House Marik on Pella II. Barton's Battalion consisted
of 90 Marauders massed together with 18 Warhammers.
     This experiment, tantamount to Duchess Liao placing all her eggs in one
basket (House Liao possessed only a few hundred Marauders at this time, and
Barton's unit represented a large portion of them), was a success. The
Marauders annihilated the inferior 'Mechs placed in their way by the
beleaguered Mariks, while losing only four of their number.
     Barton's Battalion continued to be extremely successful, until Marik
forces, falling back on Graham VI, caught them in a gorge outside the city of
Gijia. Realizing that they had finally cornered the infamous Major Barton, the
Mariks threw two full battalions of Archers and Riflemen against them. Unable
to close in on the Marik 'Mechs, and with their field of fire restricted by
the rock walls and the Dalban optical system, the Liao Marauders withdrew with
heavy losses.
     Realizing the value of her Marauders and the folly of concentrating them
all in individual units, the Duchess dispersed Barton's battered 'Mechs to
other units. Ilsa Liao's noble experiment has yet to be repeated on such a
scale, but it is not uncommon for lances and companies to have a high number
of Marauders.

==Variants:==
     There are now four major variants of the durable and versatile Marauder.
House Davion's Marauder-D has dispensed with the troublesome autocannon
altogether, replacing it and its vulnerable linkage with a heavy Magna Mark
III laser. This modification is not without its problems. The addition of the
laser has forced the removal of a heat sink, and the laser's high heat buildup
occasionally limits the Marauder-D's effectiveness.
     Overheating and the lack of reliable PPCs have forced House Marik to
replace the Marauder's characteristic twin PPCs with heavy lasers. The
reduction in heat has, to some extent, compensated for the concurrent
reduction in firepower, and so the Marauder-M is a widely used variant.
     A compromise between the two extremes is Liao's Marauder-L, which seems
to have satisfied no one. Replacing one PPC with a heavy laser has caused
problems, as the Dalban fire control system is sometimes unable to coordinate
the two different weapons on the same circuit. Attempts to repair or modify
the system have been unsuccessful, as no one alive understands the technology.
Often, Marauder-L pilots will disconnect the heavy laser from the fire control
unit altogether, and simply use a manual switch to shoot.

==Notable 'Mechs & MechWarriors:==
The Bounty Hunter
     This MechWarrior's bright green Marauder, decorated with credit symbols,
is a much-feared sight in the Successor States. No one knows The Bounty
Hunter's real name, and few save the men who fight alongside him have actually
seen his face. What is known is that he is a ruthless mercenary, as infamous
for his treachery as for his fighting skill.
     Neither the lives of his men nor those of innocent civilians stand in The
Bounty Hunter's way as he destroys enemy 'Mechs for the prize money or to sell
for spare parts. The credit symbols decorating his 'Mech are a reflection of
his own true nature.

--------------------------------------------------------
Type/Model:    Marauder MAD-3J
Mass:          75 tons

Equipment:                                 Crits    Mass
Int. Struct.:  114 pts Standard              0      7.50
Engine:        300 Fusion                    6     19.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     14 Single                    2      4.00
 (Heat Sink Loc: 2 RL)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  184 pts Standard              0     11.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             23         35     
   Center Torso (Rear):                 10     
   L/R Side Torso:           16      17/17     
   L/R Side Torso (Rear):              8/8     
   L/R Arm:                  12      22/22     
   L/R Leg:                  16      18/18     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Autocannon/5           RA      1   40      6     10.00
  (Ammo Locations: 1 LT, 1 RT)
1 Medium Laser           RA      3           1      1.00
1 Autocannon/5           LA      1           4      8.00
1 Medium Laser           LA      3           1      1.00
1 PPC                    RT     10           3      7.00
--------------------------------------------------------
TOTALS:                         18          46     75.00
Crits & Tons Left:                          32       .00

Calculated Factors:
Total Cost:        6,504,750 C-Bills
Battle Value:      1,058
Cost per BV:       6,148.16
Weapon Value:      1,348 / 1,348 (Ratio = 1.27 / 1.27)
Damage Factors:    SRDmg = 19;  MRDmg = 13;  LRDmg = 5
BattleForce2:      MP: 4,  Armor/Structure: 5/6
                   Damage PB/M/L: 4/3/2,  Overheat: 0
                   Class: MH;  Point Value: 11

_________________
Colonel Ralgith t'Mayasara
Blighted Sun Battalion
1st Company 'Ralgith's Renegades'

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ralgith
Blighted Sun Battalion
1st Company
"Ralgith's Renegades"
Colonel
Colonel


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Posts: 2021
Location: United States
PostPosted: 03-Oct-2008 20:29    Post subject: Proof of Concept Reply to topic Reply with quote

This got me thinking about what a 3055+ Variant would look like. I like it, but thats me Wink I really like the versatility here. A lot.

Code:
               BattleMech Technical Readout

Type/Model:    Marauder MAD-4J
Tech:          Inner Sphere / 3058
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          75 tons
Chassis:       GM Marauder Standard
Power Plant:   300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Valiant Lamellor Standard
Armament:     
  1 LB 5-X AC
  2 ER Medium Lasers
  1 Ultra AC/5
  1 ER PPC
Manufacturer:  General Motors
  Location:    (Unknown)
Communications System:  Dalban Micronics
Targeting & Tracking System:  Dalban HiRez

------------------------------------------------------------------------------
==Overview:==
     The MAD-3R Marauder is considered one of the most effective BattleMechs
in existence. When first built by GM in the early 2600s, its unique design was
intended as the precursor of a new generation of 'Mechs. With the fall of Star
League, however, the other 'Mechs in the Marauder series remained on the
drawing board. Although the Marauder is a common 'Mech today, many of its
design elements remain unique.

==Capabilities:==
     Originally intended as a heavy attack/support 'Mech, the addition of
sophisticated Dalban Micronics comgear enabled the Marauder to function as a
command vehicle in areas of heavy fighting. It continues so today, with
Marauders often appearing in command lances.
     Though its twin PPC arrangement is reminiscent of more traditional 'Mechs
such as the Rifleman and the Warhammer, the Marauder's unique, more versatile
ball-and-socket arm joints give it a faster traverse rate and a greater field
of fire.
     The Valiant Lamellor armor is another of the Marauder's singular
features. Less massive and better able to distribute heat and kinetic energy
than other armor types, the secret of its manufacture has been lost. In the
present era, the Marauder is one of the few 'Mechs to use it. As blasted
patches have to be replaced with conventional armor, some Marauders now
resemble metallic patchwork quilts.
     The Magna Hellstar PPCs that provide the Marauder's main armament are of
an advanced design, compact enough to be carried in the 'Mech's arms and
durable enough to withstand the heavy shocks of hand-to-hand combat.
     The Marauder's secondary armament, a GM Whirlwind autocannon, was added
almost as an afterthought. The cannon's linkage to the chassis has been
troublesome (see below), and the gun itself tends to be rather temperamental,
often refusing to function at crucial moments.
     The 'Mech's unusual profile makes it a harder target than other manlike
'Mechs, but some design flaws occasionally plague Marauder pilots. The tenuous
linkage between the autocannon and the main chassis is a frequent target,
because a successful hit would disable the autocannon. The same applies to the
rotation ring between the chassis and the leg assembly. Numerous Marauders now
bear improvised armor around these vulnerable areas. Another source of trouble
is the Dalban HiRez tracking system located in the Marauder's forward section,
which severely limits the operator's field of vision. These problems are
comparatively minor, however. The Marauder remains a potent battlefield
weapon.
     In addition to its command duties, the MAD-3R operates as a dangerous
heavy-attack vehicle, outclassed only by 'Mechs such as the Stalker and the
rare BattleMaster. Capable of shooting lighter 'Mechs to pieces and battling
hand-to-hand with more heavily armored opponents, the Marauder is usually
deployed in a heavy shock unit, along with Warhammers and Thunderbolts. Its
PPC and autocannon also enable the 'Mech to lay down a long-range barrage
before actual combat.

==Battle History:==
     After the fall of the Star League, the Marauder found ample employment in
the hellish chaos of the Succession Wars. This common, dangerous 'Mech
continues in the retinue of every Successor State.
     An early example of Successor State use of Marauders was in 2828, when
Duchess Ilsa Liao sent Barton's Battalion of the 1st Regiment, McCarron's
Armored Cavalry, against House Marik on Pella II. Barton's Battalion consisted
of 90 Marauders massed together with 18 Warhammers.
     This experiment, tantamount to Duchess Liao placing all her eggs in one
basket (House Liao possessed only a few hundred Marauders at this time, and
Barton's unit represented a large portion of them), was a success. The
Marauders annihilated the inferior 'Mechs placed in their way by the
beleaguered Mariks, while losing only four of their number.
     Barton's Battalion continued to be extremely successful, until Marik
forces, falling back on Graham VI, caught them in a gorge outside the city of
Gijia. Realizing that they had finally cornered the infamous Major Barton, the
Mariks threw two full battalions of Archers and Riflemen against them. Unable
to close in on the Marik 'Mechs, and with their field of fire restricted by
the rock walls and the Dalban optical system, the Liao Marauders withdrew with
heavy losses.
     Realizing the value of her Marauders and the folly of concentrating them
all in individual units, the Duchess dispersed Barton's battered 'Mechs to
other units. Ilsa Liao's noble experiment has yet to be repeated on such a
scale, but it is not uncommon for lances and companies to have a high number
of Marauders.

==Variants:==
     There are now four major variants of the durable and versatile Marauder.
House Davion's Marauder-D has dispensed with the troublesome autocannon
altogether, replacing it and its vulnerable linkage with a heavy Magna Mark
III laser. This modification is not without its problems. The addition of the
laser has forced the removal of a heat sink, and the laser's high heat buildup
occasionally limits the Marauder-D's effectiveness.
     Overheating and the lack of reliable PPCs have forced House Marik to
replace the Marauder's characteristic twin PPCs with heavy lasers. The
reduction in heat has, to some extent, compensated for the concurrent
reduction in firepower, and so the Marauder-M is a widely used variant.
     A compromise between the two extremes is Liao's Marauder-L, which seems
to have satisfied no one. Replacing one PPC with a heavy laser has caused
problems, as the Dalban fire control system is sometimes unable to coordinate
the two different weapons on the same circuit. Attempts to repair or modify
the system have been unsuccessful, as no one alive understands the technology.
Often, Marauder-L pilots will disconnect the heavy laser from the fire control
unit altogether, and simply use a manual switch to shoot.

==Notable 'Mechs & MechWarriors:==
The Bounty Hunter
     This MechWarrior's bright green Marauder, decorated with credit symbols,
is a much-feared sight in the Successor States. No one knows The Bounty
Hunter's real name, and few save the men who fight alongside him have actually
seen his face. What is known is that he is a ruthless mercenary, as infamous
for his treachery as for his fighting skill.
     Neither the lives of his men nor those of innocent civilians stand in The
Bounty Hunter's way as he destroys enemy 'Mechs for the prize money or to sell
for spare parts. The credit symbols decorating his 'Mech are a reflection of
his own true nature.

--------------------------------------------------------
Type/Model:    Marauder MAD-4J
Mass:          75 tons

Equipment:                                 Crits    Mass
Int. Struct.:  114 pts Standard              0      7.50
Engine:        300 Fusion                    6     19.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  184 pts Standard              0     11.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             23         35     
   Center Torso (Rear):                 10     
   L/R Side Torso:           16      17/17     
   L/R Side Torso (Rear):              8/8     
   L/R Arm:                  12      22/22     
   L/R Leg:                  16      18/18     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LB 5-X AC              RA      1   40      7     10.00
  (Ammo Locations: 2 RT)
1 ER Medium Laser        RA      5           1      1.00
1 Ultra AC/5             LA      1   40      7     11.00
  (Ammo Locations: 2 LT)
1 ER Medium Laser        LA      5           1      1.00
1 ER PPC                 RT     15           3      7.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         28          50     75.00
Crits & Tons Left:                          28       .00

Calculated Factors:
Total Cost:        7,483,000 C-Bills
Battle Value:      1,234
Cost per BV:       6,064.02
Weapon Value:      1,393 / 1,393 (Ratio = 1.13 / 1.13)
Damage Factors:    SRDmg = 21;  MRDmg = 16;  LRDmg = 9
BattleForce2:      MP: 4,  Armor/Structure: 5/6
                   Damage PB/M/L: 3/3/2,  Overheat: 1
                   Class: MH;  Point Value: 12

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Vagabond
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PostPosted: 03-Oct-2008 21:27    Post subject: The AC5 is a great gun! Reply to topic Reply with quote

While the AC/5 is pretty good in 3025; it looses ground in 3050. It gains it back in 3060 with specialty ammo and looses it again in 3070 with the Kurita release of the Light PPC.

Light PPC vs AC/5 with Standard Ammo

Weight: LPPC 3t; AC/5 8t+1t=9t
Crit: LPPC 2; AC/5 4+1=5
Heat: LPPC 5; AC/5 1
Dmg: Both 5
Range: Both [3]6/12/18

So LPPC weights less, takes less crits, has same dmg and range, but loose on heat.

Even with the factor of heat the LPPC still weights less than an AC/5 if you use SHS. 3+5=8 vs 8+1+1=10.

The crits go up in this case: 2+5=7 vs 4+1+1=6

However, the LPPC can fire endlessly while the AC/5 gets 20 rounds per ton of ammo. And, the LLPC has no explosive element.

The AC/5 with special ammo can gain a -2 vs fast moving units or a critical chance on 11+. The LPPC can, however, get a -1 to-hit by adding 1t and 1 crit for a TC.

The only big advantage the AC/5 has left is a low tech rating so it can be built by lower tech planets and the advantage [however small] when mounted on a vehicle.

Now while I do not see the AC/5 going the way of the Dodo, it now looses a lot when the LPPC is on the field.
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PostPosted: 04-Oct-2008 04:00    Post subject: Poops and Piggles Reply to topic Reply with quote

Look for 1Q.

Razz Cheers
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PostPosted: 11-Jul-2016 01:11    Post subject: The AC5 is a great gun! Reply to topic Reply with quote

I know that this is thread Necromancy --- but, I just found this link, thanks to Jymset, and his Wolverine article.

And I see the AC/5 as having several distinct advantages, still. One, precision ammo --- second, the ability to use flak ammo, and finally --- Reflective Armor or use of Blue Shield Tech. And by the time you get ballistic reinforced armor.... you are also only getting 12 points to a ton, and you are nearly at era 3145.... which means that the AC/5 is a solid dependable weapon, for how many centuries? It does 5 damage from prior to the Star League, all the way to 3145... and still only generates one heat, meaning you can always do something, even if your opponent has Plasma and Infernos.

Nahuris
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PostPosted: 11-Jul-2016 16:34    Post subject: The AC5 is a great gun! Reply to topic Reply with quote

If Jymset is responsible for the thread Necromancy, we'll let it slide... Wink

(And I deleted your double post)
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PostPosted: 11-Jul-2016 21:56    Post subject: The AC5 is a great gun! Reply to topic Reply with quote

Is reviving an 8 year old thread, necromancy? Yes, yes it is! But we don't really care provided you add something meaningful to the conversation, which you have. Smile

The interesting part is, I think most of the folks on here have no idea what half of the tech you mentioned even is!
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PostPosted: 16-Jul-2016 12:03    Post subject: Re: The AC5 is a great gun! Reply to topic Reply with quote

Mordel wrote:
I've never found any use for the AC/2. I'm sure it's out there. It's just the damage is so minimal and on most terrain, you'll never need the range you get. Now, the AC/5 I have no issue with. While still not a thumper, it at least becomes usable as it currently is.


I saw it once, an Atlas making a lonely advance against a Pike company across open terrain. The Atlas was not so much destroyed as sandblasted. Not really an advert for the AC2 just a note that I have seen it used to its full advantage.
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PostPosted: 17-Jul-2016 13:54    Post subject: Re: The AC5 is a great gun! Reply to topic Reply with quote

Jade_Dragon wrote:
Mordel wrote:
I've never found any use for the AC/2. I'm sure it's out there. It's just the damage is so minimal and on most terrain, you'll never need the range you get. Now, the AC/5 I have no issue with. While still not a thumper, it at least becomes usable as it currently is.


I saw it once, an Atlas making a lonely advance against a Pike company across open terrain. The Atlas was not so much destroyed as sandblasted. Not really an advert for the AC2 just a note that I have seen it used to its full advantage.


SO it has its uses, but only special cases, and just not as a weapon on a generally deployed Mech.
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PostPosted: 17-Jul-2016 14:16    Post subject: The AC5 is a great gun! Reply to topic Reply with quote

I've always liked the house rule that OldDog and Vampire always supported (if i am remember correctly) of making the AC/2 and AC/5 into the AC/3 and AC/7.

In fact, I use an option in private megamek games that adds +1 dmg to all ac/2 and ac/5 based weapons.

These rules strangely make a niche weapon and a decent but overlooked weapon into major contenders.
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