jaymz wrote:--Ok then in the HU Guide a LAW and Tank guns still do similar damage. Though now looking at the weapons the ATL-7 would be more like a recoilles rifle. Which also does similar damage to a tank gun and if the cost listed in the book is accurate at all then it is dirt cheap compared to a tank gun too.
Still not a good comparison; the CR-1 is the version of a recoilless rifle, more or less, and it does what.... 1d6x10 MD max?
And the GB isn't really a tank; it's a robot. Tank cannons (even with mega-damage tanks) don't do anywhere near the damage the GB can crank out, for the most part.
--Originally I stated the weapon as it's meant to be used can only do 1-2 shots per melee. Yes connected to a borg or PA it would be every attack like a Boomgun. If that is the only way the weapon is broken then it isn't broken. It's an exception and even then the exception still does not make it superior to a Boomgun when mounted to a Glitterboy.
Are you agreeing, then, that it IS
a way that the gun is broken?
--Cost between an ATL-7 and a Boomgun is pretty inaccuarate comparison as well since no way even a 2 man team could carry and use a Boomgun. A more accurate comparison would be a similar use weapon.
This is an edge for the ATL-7, not for the Boom Gun, so it doesn't make the comparison inaccurate- it highlights it.
You have a cheaper, more portable weapon that does more damage than the previous BEST gun in the game, a gun that is generally still used as a ceiling limit for firepower.
--No my point was not that the Boomgun was superior but that infinite ammo of the ATL-7 when used in an uncommon way does not make IT superior.
Infinity is superior to 1,000.
ATL-7: Range - 900m, 3d6x10+20 damage, 1-2 shots per melee as long as there eclips to be had. Cost 100 000 plus cost of eclips, about 5-6000 per new clip or 1500 per recharge. Encumberance - used by a two man team to carry and use effectively. Ammo size - about the size of a standard assault rifle ammo clip. Availability - Outside of South America: Rare. In South America - Uncommon. Can be be completely mitigated by magic or partially mitigated by laser resistant armours.
Boomgun: Range - 3200m, 3d6x10 damage, as long as there is ammo it can fire every time the trigger is pulled when using a belt or 2-4 (estimated) times per melee if hand loading a round for every shot. Cost ? (but likely much higher than 100 000) plus cost of ammo, about ? per round (I recall 200 per round but do not remember where that was). Encumberance - used by a multi man team to be lugged around and anchored for use. Ammo size - each one is about the size of a Soda Can. Availability - North America: Rare to Uncommon, South America: Rare to uncommon.
For me the above makes them pretty balanced but that's just me.
That's because you left out the cost to the Boom Gun:
CR 5-10 millionComparing the two weapons:
Range: Boom Gun wins.
Damage: ATL-7 wins.
Rate Of Fire: Boom Gun, unless you hook the ATL-7 to a good power supply (as you suggested), in which case it's a tie.
Encumberance: ATL-7 wins.
Ammo: Boom Gun wins... unless you hook the ATL-7 to a good power supply (as you suggested), in which case the ATL-7 wins. (Tie at most, going with the "1,000 is effectively infinite" theory).
So that's Boom Gun 3, ATL-7 2, looking at just the weapons as they come (aka the ATL-7 doesn't have a work-around for the ammo limitations)...
except the Boom Gun costs fifty to one hundred times more.
You buy a 1-year nuclear power supply for that ATL-7, and that bumps the cost of the weapon up to the point where the Boom Gun (sans Power Armor) costs only 5x-10x more.