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However, I believe three LRM 5s require either less tonnage or slots than an LRM 15 to make up for occupying three missile hard points instead of one.
LRM5s require one slot as well. LRM15 require three I think. So there's no gain in that.
Still more individual LRM racks allow for more individual targetting if you have that skill. So you could spread 3x LRM5s on three enemies.
As for lasers, more smaller lasers lets you do more damage for less tonnage, but at shorter ranges, but it's more likely to scatter that damage across the whole surface of the target than concentrate it in one place. Both approaches are valid, have their proponents, and have their uses.
In tabletop play, I've been known to design mechs for a little bit of both, using larger weapons like PPCs to punch through a section, then a large array of medium lasers to follow up in the hopes of getting critical hits.
As mech design in this game is more restricted by the hardpoint system, you often have to mount a larger weapon rather than many smaller ones just because it's the only way to effectively use the hardpoints available.
- most mechs are limited in available weapon slots, as such you can run into plenty of instances where you only have 1 slot available to put a weapon in, so you can either put 1 lrm20 or just 1 lrm5, up to you.
- smaller lasers have shoter range / since lasers don't have minium range restriction large ones will hit (resonably) accuratly at point blank as well.
- small ballistics are sniping weapons which lose accuracy at close range / big ballistic lose range in trade for more damage
- more weapons = greater chance at hitting something and doing criticals
- more weapons = less impact per hit so even if 1 out of 6 is going to hit the core it might not do what you want it, when a big one might do enough dmg for a knockout
- can't remember which exactly it is, but there's a difference in the stability impact of missiles depending on salvo size (balance wise you'd inflict more stability on the big lrm's but it could be the other way around)
- I've read that missile hit rolls are rolled for the first missile only (when it comes to aimed shoots) at such more missiles launchers might be better when you are going for targeted strikes, but I think you'll still get less missiles total per ton and more heat per missile.
In the end it's all about perferences, play style and what mechs you have available. If you like to brawl at point blank range than lots of small lasers, big cannons and srms might be the way for you.
Plus : having a single weapon can be usefull with the breached shot skill.
Not true for lasers, but breaching shot is really useful on the "big guns" that is true.
SRM's are actually kid of weird in this regard. The SRM 4 is the optimal heat/missile. so if you have room from an SRM6 and SRM2, or 2 SRM4's, it's better the mount the 4's. I think it's equal tonnage wise too.
same 3 SRM4 vs 2 SRM6 I believe.
You aren't factoring in hit chance at all, more things too shoot = more variability in hit chance, spreading damage out over the mech more than fireing 2x weapons that will hit 2 areas only if you're lucky the same area. I am pretty sure that 2X large lasers build less heat than 4X Medium specifically without heat sinks.
with medium lasers you get more reliability from the RNG, you do more damage, generate less heat and thus you can keep firing. Large lasers easily overheat your mech so you may be down to fire 1 laser in some of your turns.
The only time "laser-wagons" ever work for me is when I can get a called shot with them and they are close. THEN they are dangerous.
But other than that? Meh.