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Of course, I've modded my game since then, nerfing the HM weapons in all sorts of ways (lowered damage, upped the cost, changed the bonuses).
As far as finding them, though, it isn't that hard. Just set your store filter to Star League or Star League (ADV) and visit those planets. You'll find 'em. You won't have cause to use them because Ultra-5s exist. But you'll find them.
i found the UAC/20 underwhelming in practice due to the refire penalty. being able to do double shots is kinda cool and all, but in practice the recoil is too high. a ton of AC20 ammo is only 5 shots after all, so you're usually better off shooting only every other turn rather than wasting the expensive ammo on 40% shots.
also, the huge difference in range basically means that the weapons aren't comparable at all. you can mount a gauss on a low armor sniper mech while you really can't expect a mech that needs to get into AC/20 firing range to come out of any engagement unscathed. that thing is pretty much a melee weapon.
the UAC/5++ with the reduced refire penalty (ie. no penalty when combined with a high guts mechwarrior) is pretty crazy, though. and you can mount 2 of them for the same mass as a single gauss, so the gauss rifle can't really compete with that silly OP gun.
I don't really care about stability damage, but I do care about range and I like to do called shots. So I use a mix of LRMs (+dmg versions), Gauss, UAC2 & 5, and ER LLas/MLas. Never bothered with a UAC20 in my latest Career.
(that said, I only had Gauss on one mech, because I just found 3 of them, and only one was ++. Bullshark M3 with 2x Gauss, 2xUAC2, 4xLRM5, and. . ?)
The solution to this issue is a TTS. +3 for projectiles for a ton. And since the Ultra-20++ for some reason gets -3 tons as a bonus (seriously, they must have had an intern on his first day of the job design the HM weapons), well, it actually isn't that hard to mount those and some more ammo. But yeah, the range difference does make it a different beast than the Gauss.
But yeah, it's really the longer range Ultras that make the Gauss look so bad. Especially if you're using called shots.
That said... if you are building a specific head hunter, they're still awesome.
Jump jets, get up high on the edge of the map so you can see across most of the map. Use a scout with sensor lock to draw in the enemy, sensor locking them while they're out of visual range. Precise Shot to the head. With the Marauder and a 9 Tactics, you'll have a roughly 35% chance to hit the head assuming you make the hit in the first place.
It turns an easy game into an absurdly easy game. Of course, so do a lot of the other weapons. UACs, LBXs, Coils especially can be devastating.
Because if played carefully enough, gauss mechs hit like a truck and don't actually need armor - just a spotter.
That's what your atlas is for xD
* you have a lot of free tonnage but few ballistic hardpoints
* you want a very low heat build that still puts out focused damage at range (rather than punching)
* for wrecking turrets (which can have fairly sizable armor but almost no structure, so the straight-to-structure damage can wreck them)
* for randomly blowing up mech parts vs. mechs that carry a lot of missiles or autocannon ammo (hellllo, Thunderbolts with ammo in CT...)
You're getting 75+5 from a minimum of 13 tons (+1 per 8 shots) and 4 slots (which explode...). Especially if you have HM... well, 2 UAC/2++ would be 10 tons and 2 slots, 35x4, with a closer minimum range, greater optimum and maximum range. They'd run warmer (16 vs. 5), and be less accurate (0 vs -1, 2 refire penalty vs 0) but that's still very manageable. 2x LB-2X++ would weigh 10, take 2 slots, fire 24 shots for 6ea. with increased crit chance, and even less heat than a Gauss rifle (4 total... ?!), and again have a similar range profile.
You can sit all day a do math or figure out combo's of weapons...
But at the end of the day... It is what works for you and allows you to have repeated victories.
Weapon choice is not the primary force multiplier - It is a combination of mechs, weapons, skills, pilot level, and tactics.
That can be negated with TTS and UAC20 weights less than AC20s. I'd say they're the second best ballistic weapon, after UAC2s. Contrary to UAC5 and UAC10s the UAC20s have kept their damage bonuses, so now they're quite efficient weapons (for a cannon), a bit more than Gauss (both CT core and headcap) at 0% damage reduction and way more at higher %DR.
The UAC20 is good for headcapping and excellent for CT core, while the Gauss only for headcapping. And then, the UAC2 is excellent at both, although you usually need to use it together with other weapons due to lack of hardpoints. And that's the good thing about UAC20s, they fit very well with the usual one or two ballistic hardpoints, while you can't really mass UAC2s in other but BSK and ANH.
LBX2 are not nuts. They have good dmg/weight/heat ratio, they're not bad, but spread is a factor. Unless you want them for critting (in which case why don't you use LRMs, which are way better), all UACs are more efficient for CT core and all but UAC10s better for headcapping. LBX2 compete not with autocannons but against LRMs as non-PS damage dealer platforms, and LRMSs have indirect fire, which is far better than what the LBX2 offer.
And once you put 5xUAC2++ 5xERML++ you'll forget about UAC5s. Sure, lower range but you get some extra CT core performance and they are much better for headcapping.
Spread-wise, as you yourself say, when you do enough damage, it doesn't matter anymore. Furthermore, with the crit multiplier, this is actually a bonus to the weapon. If you're hitting an unbreached target, the higher damage makes them great. And if it is breached, nothing hunts crits better (not that machine guns are bad, just that they have short range).
Now, yes, LRMs can do indirect fire (and they also benefit from having more variants). But they generate more heat, do less damage, have a lower crit chance, hit fewer locations and just fewer times in general for crit hunting, have longer minimum range, and get less shots per ton of ammo.
LB-2Xs are nuts.
I didn't say LRMs are better for critting but that they're better overall.
And a case could be made about LRMs being better than LBX2 even when lacking crit bonus, and that due to the much higher spreading from a non-clustered weapon with a very high number of hits, which makes LRMs a lot more useful for non-head PS than LBX2.
Let's say you aim at a LT and you impact it with the first LRM missile. Now, beginning with the fourth hit each missile has a better chance to impact it than the LBX2 hits. Clustering makes LRM damage quite more a focused weapon than LBX2s and way more likely to crit a hit location with the armor not completely removed previously.
Indirect fire is a huge advantage which allows you to fire way more consistently than with LBX2 due to the no LoF requirement, which means LRMs can very easily outdamage LBX2s in practical terms, and longer minimum range is not an issue for pure LRM boats (not mixed range weapons).
So yes, LBX2 are more efficient damage/weight/heat, never said the opposite, but LRMs are far more dependable and reliable support weapons for non-PS mechs, and also as vehicle killers (where clustering also helps). Any vehicle your mechs see or Sensor Lock at any time can be dealt immediately by a LRM boat. Also LRMs are easier to mass, which means higher damage output, even if it is less efficient damage.
So no, LBX2 are not nuts. They're decent weapons but their direct competitor is way way better. So good that enables a mech class on its own.