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Plus bigger boom, which is always good.
However, you can not compare a turned based table top game (Damage) to real time mechwarrior. Will never work.
Mechwarrior is a real time sim.
Having said this - PGI is know for much Felgercarb when it comes to MW5
Way to heavy in both the weapon itself and ammo required.
Ammo simply doesn't last long enough to be a main damage source.
They simply produce too much heat to be maintain DPS.
And when going for DPS they spread damage to much putting you at risk of taking damage.
Even their alpha damage isn't as good as it should be considering you need to be exact with pin point aim in order to make use of that damage. Add in travel time or bullet drop and it gets easy to miss your shots either in just not hitting anything at all or hitting a different part of a mech to not pop a limb or take out a weapon. And if you can't kill or disable quickly, then you're gonna just soak damage yourself. Maybe even get swarmed.
The biggest use of ballistic weapons are for raid missions where you need to destroy buildings as 1 shot can take out multiple sections of a large building. BF weapons simply murder smaller buildings.
My opinion? Learn to use the AC20 and use that as an alpha hit to pop off weakened mech parts or take out buildings. AC20 is a good all rounder, AC20BF is great in raids but the spread hurts against mechs. Later on you can upgrade to UAC weapons for more DPS, or a Gauss if range/accuracy is more important.
Your main damage source is normally lasers though. Use lasers to weaken a part, then pop it off using a big gun.
The AC/5 was buffed with the release of CTA by PGI when it honestly didn't need a buff. A lot of balance decisions in that update were quite questionable.
Things get worse by the way when you bring into question things like the UAC/5 and LBX-10. The LBX-10 Solid Shot is superiour to the AC/10 in virtually every way and for the UAC/5 there's arguably no reason to use it over the AC/5 if you stack ROF upgrades since if you factor in jamming then the AC/5 has vastly more effective DPS over it.
So short answer to everything: PGI suck at balancing.
Bad weapon balancing in Mechwarrior games by the way is nothing new but this is an active case where bad balancing has been caused when there arguably wasn't an issue before.
But tbh AC5/10s are pretty meh since very few mechs have more than one medium ballistics slot to try and slap deuces on, and even then the LBX-10-SLD solid shot is superior in every which way making the AC10 entirely useless when you find one.
And then you have the UAC/5 which is superior to all three of them and then some its such a godly weapon, the Tier 5 version being outright OP and can turn average mechs into Word of Blake levels of destruction and slapping it onto a Hero mech like Quarantine could probably solo the entire clan invasion of Tukayyid.
Maybe if they brought weapon sizes (2 and 3 slot auto cannons) back and not weapon slot sizes (small/medium/large) the AC5/10s could find quixotically find their niche roll despite being an overabundant weapon via being (like in MWO) a smaller more compact version of the UAC/5 (10s too) and LBX autocannons while also being twice as durable with ammo that doesn't go off if you look at it funny.
Om Mani Padme Boom.
lasers will do the same thing in less slots, not explode, not run out of ammo, with less tonnage, and arguably works better at legging mechs if your aim sucks.
ac20 is the only one with enough kick per ton to respect.
Nah, Lasers require you to hold on target for full damage. Often it's spread out to across a mech's structure resulting in lowered kill potential. Pulse mostly gets over this but it generates so much heat
With ballistic weapons, you don't have to hold on target, allowing you to do flick shots that will dump full damage on a single structure. This value cannot be understated
Also, ballistic weapons can be shot further than the displayed HUD range with reasonable drop-off, so you can still plink targets at quite an impressive distance
If you're trading a shots nonstop though, and perhaps at longer range, an ac/5 may make more sense than an ac/10 because your hit rates are going to depend to a degree on projectile velocity and accuracy can be an issue, again depending on the situation. The smaller ac's have longer effective ranges for full damage. These two things, projectile velocity and damage falloff, can work together to make the smaller ac's perform much better than larger acs.
Each gun is rolled for location individually, meaning firing four medium lasers at a target may do as much damage as a single AC/20 at the same ranges, but over four locations. An AC/20 weighs 14 tons, need at least one ton of ammo, and generates 7 heat, while the MLAS weigh four, generate 12 heat and use few enough criticals we can simply call the cluster 9 tons to account for extra sinks. Ultimately, the lasers win hard on a mathematics standpoint.
In practice, an AC/20 kills things because 20 points to a location on a medium or light mech will probably break stuff either by complete destruction or critical roll, and a headshot will kill any mech, regardless of weight. 20 points also forces a piloting check against knockdown. AC/20 stronk.
"So why does this matter in mechwarrior 5, Phoenix?"
Because ultimately the porting of mechwarrior online and by extension, 5, from tabletop has been a bit fraught with difficulty. It's come a long way since the beginning, but this is one of those problems that creeps up on you. Fundamentally, autocannons don't work in conjunction with group fire. If you allow the player to pull a trigger and land multiple weapons on the same spot, you've essentially broken the (tabletop) game balance. This is why lasers have burn times, this is why LRMs and SRMs spread, and so forth. It's also why the 4P is a better hunchback variant than the 4G in the videogames.
Doubling armor values didn't help either, because now a single AC/20 round won't reliably destroy a component or put that component internal on mechs below assault weight. It often won't reliably headshot either, but perhaps come close. This was required for game balance and, by and large, was regarded as a good move.
But that's the long story why autocannons, particularly big-bores like the AC/10 and 20 don't feel good. They simply don't benefit from what was desirable about them in the tabletop game. AC/10s were already a compromise between the 5 and 20, and especially suffer as a result.
I'd be fine if all the other ACs got a damage buff to be a bit more in line with the current AC5, but I'm not going to hold my breath.