Xerxys, on 27 March 2013 - 09:00 PM, said:
Nope. They increase RoF because a 10 sec round makes for an awful combat simulator game. This is what made Alpha strikes blow through the armor of mechs at TT standards. After 2 generations of closed beta testers saying that heat was out of balance PGI increased heat cap by increasing it per heat sink.
If they made absolutely no changes transferring over from TT this absolutely would not have been possible. I can't think of a single TT build that can core a mech with just one Alpha, even if every shot managed to hit the exact same area of the mech via rolls. Not certain about that, but I know RoF was increased because if you had to wait 10 seconds between each shot it would be really boring.
What kind of Alpha are we talking about? The full damage per turn in the table top would suffice for many mechs against many mechs.
Hunchback 4P delivers a 48 points alpha in the worst case. A Dragon
DRG-1C happens to have 28 CT armour front and 20 points of internal armour - total of 48. So a 50 ton mech can take out a 60 ton mech in one alpha.
But if we use a rate of fire of 1 shot per 5 seconds in a real time adaptation and adjust damage per shot accordingly, that alpha drops to 24 - insufficient to drop a Jenner, but sufficient to drop a Commando or Locust - Incidentally, this is the same damage to armour ratio we have now with doubled armour...
Worst case Alpha in the table top might be a Nova with 12 Clan ER Medium Laser - 84 damage. Enough for a an Atlas, actually!
42 damage alpha on a 5 second fire rate.
What I might do for adjusting fire rates and damage:
- Pretend that table top turns are actually 12 second long, not 10. Then you can use 2, 3 and 4 as divisors to get clean rate of fires. You might pick 2 for low damage weapons (up to Medium Laser), 3 for large damage values (Clan ER Medium Laser, Large Laser to PPC and AC10) and 4 for extreme high damage values (Clan ER PPC, Gauss, AC/20).
This will blunt every mech's alpha strike capability. It wil also lower the maximum heat load of the high heat/high damage weapons per alpha, which allows you to run with lower heat capacity figures. Even a 6 PPC Alpha would only deal 15 damage and 15 heat in this case. So a heat capacity of 30 would be easily doable even for the heaviest weapon loads, and you could have a real heat scale from 0 to 30.
Edited by MustrumRidcully, 28 March 2013 - 01:11 AM.