mwhighlander, on 09 April 2012 - 08:55 PM, said:
I know a lot of you really value your TT stats and everything, but I would LOVE to see how well you do in real time with a weapon that you can only shoot once every 10 seconds. Maybe that sounded a bit harsh, but this is just a prime example of things that don't translate well from turn base to real time.
I'd love to find out, too. I'd LOVE
to test the game with 10-second cycle times on all weapons, given that they retain their other TT stats (range = hex length * 30m, damage, and heat such that 1 unit of heat is dissipated by 1 heat sink in 10 seconds). I would really, really like to test that kind of a set up. Maybe you're right, maybe it would suck, maybe I'd hate it, but I'd sure a sugar like to try it! =D
EDIT: Also, assume that table-top speeds are preserved, I.E. a mech that moves 8 hexes running, can move 240m (and generates 2 heat over the 10 seconds, which wouldn't really show up, but would rather appear as a reduction in the efficiency of the heat sinks), in 10 seconds.
And see, this is the big problem with long-rang weaponry. In the TT, you get, like, 2 turns of fire before heavies close to medium or short range. You only have to weather unanswered ER PPC, Gauss, or LRM fire fire for two turns (and odds are they're going to miss, given shooting at long range and you're moving somewhat quickly). In the games so far, you have to take round after round after round after round before you even get in range of your closer weapons, even in quick Mechs. To say nothing of the inherent ease of hitting a Mech, even one moving at high speed when you're personally targeting the system, rather than rolling dice and hoping for luck.
Edited by William Petersen, 09 April 2012 - 09:17 PM.