To an extent, this is personal opinion and in fact many design issues important for MWO are. My personal view based on how I see the issue is that there should be no (or little) weapons spread. However, I understand completely why some of you want it, I would just try a different approach.
Prevent alpha strikes entirely.
IMRO, the biggest issue when translating turn based dice rolling TT rules to real time simulator is pinpoint damage, and so far every single iteration of MechWarrior (except perhaps the very first one, I don't remember how it handled alpha strikes) has failed. For MWO this is especially critical, since it's purely competitive multiplayer, a setting that tends to exaggerate the slightest balance issues.
I also don't think it's fair to say the MWO team tried TT mechanics and didn't like them, it's probably more accurate to say that they tried putting TT numbers into the traditional MechWarrior gameplay, which, of course, hasn't worked terribly well before and won't work in the future. Turning a TT game into a simulator needs to start by understanding the problematics of the translation and compensating for them. And as I said earlier, I think the biggest issue is pinpoint accuracy combined with a heat system that encourages massive pinpoint alpha strikes, and I also think pretty much every balancing issue since stems from that decision.
The opinion of boredom in 10 seconds per shot -gameplay would be contested by an immense amount of WoT players (and me), but that's personal opinion. If, however, MWO didn't allow alpha strikes, you would be firing weapons much more often than that simply because 'mechs tend to carry more than one weapon.
Thus there would be no need to triple firing speed and screw the heat balance between weapons.
Probably no need to double armor, since the DPS would be lower and instant pinpoint monster alphas wouldn't exist, so no screwing the balance between ranged weapons and brawling stuff.
The TT values would probably not be a perfect solution for everything, but I believe we would at this point be closer to a manageable balancing effort than what we have now. (I'm very worried about omnimechs with massive boating and instant alpha -potential) I would even go as far as to make a few deviations from TT rules:
PPCs would have a beam duration and not hit one location with full force.
ACs would be true autocannons firing volleys of shots, again not hitting one location.
In short; I would try to use game mechanics design in a determined and calculated effort to combat the translation process before making drastic changes to the numbers based on a well known and understood starting point. And as a personal opinion and an educated guess I would rather try to prevent the balance-breaking pinpoint alphas by preventing alpha strikes entirely instead of adding a CoF.
Edit: Forgot to mention that anything to do with heat will be powerless to stop some alpha builds such as Gauss monster assaults (Cats shouldn't be able to field Gauss at all, but that's a different topic entirely). If alpha strikes didn't exist, you could do massive gauss damage to a static and unaware opponent, which I think you should be able to, but not to ()even ever so slowly) moving targets.
Edited by AndyHill, 22 February 2013 - 09:33 AM.