Mchawkeye, on 08 May 2012 - 11:54 PM, said:
Uh, ok, but where did I mention mech speed?
Table top balance range/speed does not apply here. Table top was turn based, hexes or Cm, not actual KPH (or is it proper MPH?) so the direct TT-VG balance is off already.
Whilst I don't know what it SHOULD do, a balance between attack speed and weapon ability should exist and I think does, from the look of it.
It does because weapon range and mech speed have a relationship
Range of LRMs is 21 hexes
Range of AC20 is 9 hexes
A Hunchback moves at max speed of 6 MP (can move 6 hexes per turn)
To get to AC20 range, the Hunchback would have to move 12 hexes or an expectant value of 2 turns (or 20 seconds) because of its 6 MP or 6 hexes per turn.
Now we put metric numbers where one hex represents 30 m and 1 turn is 10 secs
LRM is thus 630 m, AC20 is 270 m and 6 MP represents 180 m / 10 s or 18 m/s
If you change the LRM Range to 840 m (33% increase) and thus having each hex represent 40 m, then AC20 should also be adjusted to 360 m.
If you don't adjust the speed of the Hunchback, it will take 27 seconds instead of the original 20 seconds (2 turns) to reach AC20 range.
Adjusting the speed to from 18m/s to 24 m/s (33% more) retains the 20 seconds that it would take the Hunchback to get into AC20 range.
This is precious balance I want to keep; less we get back to MW4 which provided a boon to long-range weapons (Gauss Rifle) and less for brawlers to get in range with AC20s.
18m/s = 65kph
24m/s = 86kph