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Author Topic: Advanced Tactical Auto Cannon (Critiques Requested)  (Read 2234 times)

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masterarminas

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Advanced Tactical Auto Cannon (Critiques Requested)
« on: June 10, 2012, 12:57:17 PM »

In the wake of the introduction of Clan Coyote's Advanced Tactical Missile System, several Clans began to work together to develop an alternative for ballistic weapons.  In 3057, Clans Star Adder and Goliath Scorpion unveiled the first prototypes of the new Advanced Tactical Auto Cannon.  Reaction was mixed, as the new weapon system lacked the flexibility of existing LB-X series autocannons, the potential firepower of Ultra autocannons, and the heavy damage of Gauss Rifles.  What the new weapon did accomplish, however, was to provide a single system with the range and damage of an LB-2X that featured increasing damage as the range closed; eventually equalling that of the Inner Sphere Heavy Gauss Rifle at short-range!  Further, the Clan engineers managed to accomplish this feat while keeping the mass and volume no greater than existing LB-20X or Ultra AC-20 autocannons.

The new ATAC was designed for existing standard ammunition and cannot fire LB-X cluster shells.  However, those few Inner Sphere observers who have examined the system claim that it is able to handle specialty ammunition as easily as current AC-5s and AC-10s!  The use of innovative techniques in munition and magazine design also managed to slightly increase the stored ammunition per ton in comparison to existing LB-20X and Ultra AC-20 systems.

Advanced Tactical Auto Cannon

Mass:  12 tons
Critical Slots:  8
Heat:  4
Ammunition:  6 shots per ton
Range:  0/5/15/30
Damage:  Varies according to range

At ranges 0-5, the ATAC deals 25 points of damage per shot.  As the range increases, the damage slowly decreases.  6-10 the weapon inflicts 20 points of damage.  At 11-15 hexes the damage is 15.  From 16-20 hexes, it is 10.  21-25 hexes it is reduced to 5 points.  And at the longest ranges of 26-30 the damage is cut is a mere 2 points.

Well, that is the basic idea, gentlemen.  What do you think?  Does it have a place within the game?  What, if anything, needs to be changed?  How much should it cost?  What should the weapon BV be?

Lots of questions to which I hope to see some answers.

Master Arminas
« Last Edit: June 10, 2012, 01:12:16 PM by masterarminas »
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Dread Moores

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #1 on: June 10, 2012, 01:09:18 PM »

The major thing I see is that you have a massive change to the range paradigm. Split damage weapons (those that have varying damage over different range brackets) still break down into three range brackets in canon material. Do you have different range modifiers for the additional brackets here? Otherwise you're forcing players to track range to target (for the modifier) and range to target (for the weapon's damage). That seems a bit more complicated than might be necessary.

Additionally, I'd look at a BV at least 50% higher than the heaviest Gauss weapon (either tech base). You're adding in potential HGR damage, a range that exceeds most (not all) other ballistic weapons, and the ability to use specialty AC ammos (which strangely, the Clans don't produce, AFAIK, outside of the LBX rounds). That's a lot of power in a package that comes in for close to UAC/10 weight and tonnage.

My suggestion would be to go with a slightly shorter range, three damage brackets, and up the tonnage and crits a bit. Maybe something like 15/9 for tons/space, 5 heat, 4/8/16/24 (add a minimum range, as HGRs already suffer this, as do autocannons with anything close to a 30 hex range), and damage of 24/16/8?

Edit: Had the damage brackets reversed.
« Last Edit: June 10, 2012, 02:00:56 PM by Dread Moores »
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JPArbiter

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #2 on: June 10, 2012, 01:45:35 PM »

the range brackets are weird, the differences are just way too wide, and the range to damage functionality is too wild.  it would be more economical in every way to carry a gauss rifle or class 10 autocannon if you crave a ballistic weapon
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Takiro

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #3 on: June 10, 2012, 02:12:12 PM »

I got to rain on your parade MA. While I like the name and the idea of a multi purpose Autocannon I don't like incorporating Gauss into it what so ever. The weapons are just too different in my opinion. Then the game mechanics are another downer for me as I never liked variable damage at range except with Maximum Tech's extreme range optional rules.

To me ATACs would be good enough just mixing LB-X cluster rounds, regular old ACs, and Ultra AC two shot capabilities into a single weapon system broken into 2, 5, 10, and 20 models.
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Dragon Cat

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #4 on: June 10, 2012, 03:08:41 PM »

I got to rain on your parade MA. While I like the name and the idea of a multi purpose Autocannon I don't like incorporating Gauss into it what so ever. The weapons are just too different in my opinion. Then the game mechanics are another downer for me as I never liked variable damage at range except with Maximum Tech's extreme range optional rules.

To me ATACs would be good enough just mixing LB-X cluster rounds, regular old ACs, and Ultra AC two shot capabilities into a single weapon system broken into 2, 5, 10, and 20 models.

That's what I'd use too love the name but having a weapon have three of four types of fire may be a better option - maybe change the fluff to incorporate the idea that the Clans too inspiration from the new Silver Bullet Gauss Rifle but wanted to try and combine it with the solid shot and double shot capacity of Autocannons.

Maybe something like this

Advanced Tactical Auto-Cannon
Weight: 15 tons
Critical: 10 Slots
Ammo per ton: 8 shots
Damage: varies per ammo used
Range: varies per ammo used
Heat: 5

Scatter Shot - fires like an LB-X Autocannon but with range rivaling a Gauss Rifle
Damage: 15 (split into 5 point groups)
Range: Min: 2 S: 7 M: 15 L:22
Accuracy: -1

Solid Shot - Fires like a standard Autocannon, standard shot does not travel as far as Scatter shot due to mass
Damage: 15
Range: Min: 0 S:5 M: 10 L:15
Accuracy: 0

Double Shot - Turns the weapon into something more like a Ultra AC using twice the ammo and generating twice the heat
Damage: 15 (per shot)
Range: Min: 0 S: 5 M: 10 L:15
Accuracy: +1

Heavy Shot - Load one of the biggest Autocannon shells ever seen providing crippling damage but sacrificing range
Damage: 21
Range: Min: 0 S: 4 M: 9 L: 13
Accuracy: 0
Ammo Per Ton: 5
« Last Edit: June 10, 2012, 03:11:56 PM by Dragon Cat »
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JPArbiter

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #5 on: June 10, 2012, 10:41:58 PM »

how do you propose the autocannon miraculously change calibers for the heavy shot?  everything else is different ammunition loads and altering of fire rates, but that by your description says the cannon barrels widen to accomodate different ammo.
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lrose

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #6 on: June 10, 2012, 11:03:13 PM »

Maybe the way to handle a heavy shot is to say either it uses extra propellant (for autocannons) or overcharges the capacitors (for a gauss rifle) to generate a higher muzzle velocity which would translate into doing more damage.  The downside could be that on a roll of say 2-4 the canon explodes and causes 21 points of damage to the IS of the firing mech.
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Dragon Cat

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #7 on: June 11, 2012, 03:02:42 AM »

Well what I was thinking we know tha ACs use multiple barrels to fire as quickly as they do

Each firing mode has a different barrel shown by the bigger weapon 10 crits

Maybe the way to handle a heavy shot is to say either it uses extra propellant (for autocannons) or overcharges the capacitors (for a gauss rifle) to generate a higher muzzle velocity which would translate into doing more damage.  The downside could be that on a roll of say 2-4 the canon explodes and causes 21 points of damage to the IS of the firing mech.

An additional higher fail rate would balance out the use of the heavy.  It could even be explained as an HE round instead of a 'heavy' round like the ATM's varied ammo, the fail rate is the explosive in the round itself instead of the weapon

If it fails it destroys weapon and does full damage
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

fitzgerald

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #8 on: June 11, 2012, 05:45:34 AM »

Fairly complicated how about this instead:

The ATAC at it's core is an attempt to resolve the Damage / Range quandary facing Mech Designers when selecting an Auto-cannon. 

Usually the choice is between one or the other, the ATAC however answers "I must have them both! Not just at the same time".

Instead of attempting to make an AC-20 with range of an AC-2 (the scientists however are still putting into production working on it.), the ATAC allows the Mechwarrior to determine what AC version he wishes to use at the flick of switch.

Each round the Mechwarrior determines what weapon the ATAC is to emulate [AC-2, AC-5, AC-10, AC-20].

   
Want to Golden BB someone AC-2 Mode. Want to blow them to pieces AC-20.  Want to play Lvl 1, AC-5.


Advanced Tactical Auto Cannon

Mass:  12 tons
Critical Slots:  8
Heat:  As per AC Type
Ammunition:  (100 Rounds)
Range:  As per LBX (Clan) Type
Damage:  As per AC  Type

The ATAC emulates all four types of Autocannon (2, 5, 10, 20) letting the Mechwarrior choose which mode the ATAC will be fired as.

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lrose

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #9 on: June 11, 2012, 06:49:33 AM »

Well what I was thinking we know tha ACs use multiple barrels to fire as quickly as they do

Each firing mode has a different barrel shown by the bigger weapon 10 crits

That would require separate ammo bays for each barrel- so 4 tons of ammo if you wanted to replicate the AC/2, AC/5, AC/10 and AC/20.  Keeping it a single caliber barrel(s) is far simpler.



[/quote]
An additional higher fail rate would balance out the use of the heavy.  It could even be explained as an HE round instead of a 'heavy' round like the ATM's varied ammo, the fail rate is the explosive in the round itself instead of the weapon

If it fails it destroys weapon and does full damage
[/quote]

The propellant charge is either part of the round (as in most tank guns) or a separate piece added during the loading sequence (many artillery pieces and naval guns).  With the heavy gun what you can say is that the standard round with it's propellant is supplemented with an extra propellant charge and it is this extra charge which is at risk of exploding.  That way it doesn't really matter what the ammo is and you don't have to explain why the ammo only fails in heavy mode.
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Dragon Cat

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #10 on: June 11, 2012, 08:25:58 AM »

I meant for the different firing modes so:

1 barrel for the single or double shots
1 for cluster shot (I'm guessing similar to the LBX weapons)
1 for the HE shot

It is all based around the same 15 Pt round other than the HE shot so 8 shots per ton other than the HE which reduces the ammo to 5 due to the bulky round

You could explain why it fails more often due to the size of it it's the biggest AC round in use, Perhaps they haven't perfected the mix

The weapon can ONLY use ATAC rounds not regular AC2/5/10 or 20 rounds or specialised rounds slightly limits its uses but the Clans don't use standard AC or specialised rounds so not too limiting

Crit space eg

Ammo (ATAC/15) 8 rounds - 1 ton
Ammo (ATAC/15 - cluster) 8 rounds - 1 ton
Ammo (ATAC/15 - HE) 5 rounds - 1 ton
« Last Edit: June 11, 2012, 08:37:41 AM by Dragon Cat »
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

Gabriel

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #11 on: June 15, 2012, 08:53:17 PM »

This post reminds me of a similar weapon system in the novel series C.A.D.S. (Computerized Attack/Defense Systems)
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XaosGorilla

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #12 on: June 16, 2012, 12:01:21 PM »

I'm not sure if you are looking for a multiple-role AC, or an AC that can (effectively) fire any ammo of any type, and any diameter.  If you are looking for the former, this may work for you.

On the main forums someone was looking for some fluff on how to "improve" rifle cannons.  I suggested porting (usually, a port is used to let pressure out, but it is possible to reverse that) the barrel and using a secondary charge to maintain peak pressure during the entire time the projectile was traveling down the barrel, resulting in a higher muzzle velocity.  Whether this translates out to extra range or damage is the subject to interpretation.  While this is fine for a slow firing weapon, I'm unsure that it would work on an automatic or fully automatic weapon, BUT, this is BTU :D.  (Grabs handwavium wand, one MagiktekusBattleteckus later, and POOF! It works just fine!) 

On a slow reload weapon, IE rifle cannon, the idea would be like placing a tank(or capped pipe) along side the barrel. Ports run from the tank to the barrel, the projectile is loaded into the gun while at the same time, a charge is placed in the tank.  When fired, the projectile is accelerated down the barrel by both the primary charge and the secondary charge.  (NOTE: IRL it doesn't quite work this simply, and someone (Cray) could blow a hole through this idea big enough to fly an overlord through.  BTU tech again) 

With that leap applied, I can conceive of a system that (subjectively) might give you most of what you are looking for. 

The  Multiple Role Variable Velocity Gun System. (MRVVGS or Mister Veegis.)

There are two barrels, one primary, one secondary.  The primary barrel fires the projectile and is ported, the 2ndary has a computer controlled "restriction" mechanism on the end of the barrel and is also ported.  The ports run from the 2ndary to the primary, and, due to timing requirements, would need to be computer controlled.   The "charge" for the 2ndary is a round (or rounds, if necessary) of the same type (ac5,ac10) as is fired by the primary with the projectile removed.  The Projectiles are removed (and then discarded) by a "shearing" (really more of a pinch or twist and pinch) mechanism after the ammo is loaded into the bin, but before the weapon is fired.

In high-range mode the 2ndary barrel is fully restricted to improve velocity as much as possible. However, the time for the propellants to fully clear the barrel(s) takes longer in this mode requiring a reduction in the rate of fire (and damage) in order to receive range improvements.  During mid-range operations the 2ndary barrel is partially restricted so that the ports in the barrel(s) are kept clear.  The range and damage are typical of an AC of its' type (5,10).  In short-range mode the shearing mechanism is disabled, and the restrictor is opened far enough to allow a projectile to pass essentially doubling the rate of fire of the gun(s).

The MRVVGS is only produced in "light" (based on AC5) and "Heavy" (based on AC10) versions due to high ammo usage at the heavy end, and the damage being too low at the light end.

Rules:

While the MRVVGS uses either AC5 or AC10 ammo, the system uses 2 rounds for each shot.  Result: Light MRVVGS ammo is 10 per ton, Heavy is 5.

Heat is doubled.

Range and damage is based on the type of AC used, with "short-range" being one class heavier, and "high-range" being one class lighter.  Short-range damage is allocated as 2 clusters of "mid-range" damage, however either both clusters hit, or both miss as determined by the "to hit" roll.

Stats:

Clan Light MRVVGS (AC5)

Tons: 7  Crits:4  Heat:2 (I may increase this to 3)  Ammo: 10 per ton
Range:                                Damage by Mode
    High-range: 2/9/18/27                  2
    Mid-range: 7/14/21                      5
    Short-range: 6/12/18                   10 (Two 5 point clusters)

Clan Heavy MRVVGS (AC 10)

Tons:12  Crits: 9  Heat:6  Ammo: 5 per ton
Range                                  Damage by Mode
    High-Range: 7/14/21                     5
    Mid-range:  6/12/18                      10
    Short-range: 4/8/12                      20 (Two 10 point clusters)

Notes: 
1.  This weapon IS compatible with the Targeting Computer (as this is the only way to reliably "stack" the hits when using the short-range mode, Clan warriors will sometimes "call" their shots as a demonstration of skill)
2.  This weapon "could" be an LBX type weapon, however, due to the porting in the barrels, this weapon would require that LBX Cluster ammo have the "buckshot" be contained in a container or "canister" that does not disintegrate (or be shed) until after the shot leaves the barrel.  This is to prevent damage to the ports. 
3.  If this weapon were to use a standard barrel, I see no reason to prevent the use of specialty munitions, so long as the ammo count (per ton) is halved, and the round doesn't fragment while in the barrel.  I would highly recommend using the ranges of the intro tech AC's if specialty ammo is allowed (used)


I realize that this may not be what you are looking for MA, but sometimes a different take on the same problem can generate the solution you are seeking.
« Last Edit: June 16, 2012, 12:06:59 PM by XaosGorilla »
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JPArbiter

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #13 on: June 18, 2012, 10:10:11 AM »

Well what I was thinking we know tha ACs use multiple barrels to fire as quickly as they do

Each firing mode has a different barrel shown by the bigger weapon 10 crits


what weapons designer would do something so needlessly complicated?

Fairly complicated how about this instead:

The ATAC at it's core is an attempt to resolve the Damage / Range quandary facing Mech Designers when selecting an Auto-cannon. 

Usually the choice is between one or the other, the ATAC however answers "I must have them both! Not just at the same time".

having to go back to the very basics though, the Autocannon was designed to be the inverse of energy weapons.  you paid a higher premium in mass up front, but in exchange you paid less of a premium for each damage upgrade, drastically less heat even at full damage capacity, but have t deal with ammunition concerns.

Seriously to double the damage of a medium laser, you have to pay a 300% Premium in mass and heat.  to do the same to an AC 5, you pay a 200% premium in heat, and a 50% premium in mass.  sure you can load a PPC onto lighter machines, but considering how often I see players USE lighter machines willingly, that argument is moot to me.
« Last Edit: June 18, 2012, 10:11:08 AM by JPArbiter »
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Dragon Cat

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Re: Advanced Tactical Auto Cannon (Critiques Requested)
« Reply #14 on: June 18, 2012, 12:30:27 PM »

Well what I was thinking we know tha ACs use multiple barrels to fire as quickly as they do

Each firing mode has a different barrel shown by the bigger weapon 10 crits


what weapons designer would do something so needlessly complicated?


A clan one?  Not all experiments work
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My stuff, and my AU timeline follow link and enjoy

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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.
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