TheForce, on 30 March 2013 - 10:05 AM, said:
What about group fire and pinpoint accuracy?
Cannot be solved well on the weapon level, I think. Unless you want cone of fire and similar stuff, I'd tweak armour values.
Armour
You can try with something like this. If you use this approach, you should probably double all weapon damage, maybe even more.
Starting with the table top stats:
1) Internal Structure Changes:
Head: +200 %
Center Torso: +200 %
Side Torso: +100 %
Leg: +100 %
Arm: +50 %
2) Armour Changes
Give the mechs bonus armour points equal to his current armour (for future mechs, each ton of armour adds twice the amount of armour points) and spread around across all hit locations as you see fit, still maintaining the rule that maximum armour per hit location may not exceed twice the structure points.
Overall, the armour will be doubled with this approach, but the armour ratios will have changed. This means coring takes the longest to achieve and it might be worth shooting for the arms first.
With these values, CT on a 100 ton mech may be armoured with about 186 points (plus internals), while the arms are only at 51 - so it can be more economical to shoot off the arms instead of going for the CT. Or you go for the side torsos (84 armour), taking out both an arm and the torso. Depending on the mech you're facing, different choices might make more sense. (A mech like the Hunchback - take out the Side Torso. A mech like the Catapult - take the Arms.)
And for head shots, if they still seem to be a concern:
Have head take only half damage from each attack, and the other half transfered to the center torso.
Weapon
Here's an algorithm on how to take the table top values and adjust them.
Take the table top damage, divide it by 12* to determine a base damage value.
Then find a factor for damage that will be used as recycle time. The factor should be either 6, 4, 3, 2 or 1, and ensure that the base damage value * factor never exceeds 4, nor exceed half of the table top damage value.
If possible, try to also ensure that the damage per shot is at least equal, or exceeds the damage of a weapon that deals less damage in the table top weapon then the current weapon.
Table Top Heat / 12 * Weapon Factor is the heat value.
Table Top Ammo / Ton / 12 * Weapon Factor is the heat value
Special: Pulse lasers should probably have much shorter cycle times then normal lasers,
Optional Step: If values don't look neat, too small or too high, find a factor for damage and if necessary, adjust armour values by that factor as well.
Possible Results
Small Laser: 1.5 damage and 0.5 heat / 6 seconds (with 1.5 second of the recycle time being beam duration)
Medium Laser: 1.66 damage and 1.5 heat / 4 seconds (with 1 second of the recycle time being beam duration)
Large Laser: 2 damage and 2 heat / 3 seconds (with 0.5 second of the recycle time being beam duration)
ER Large Laser 2 damage and 3 heat / 3 seconds (with 0.5 second of the recycle time being beam duration)
Small Pulse Laser: 0.75 damage and 0.5 heat / 3 seconds (with 0.75 second of the recycle time beig beam duration)
Medium Pulse Laser: 1 damage and 0.66 heat / 2 seconds (with 0.5 second of the recycle time being beam duration)
Large Pulse Laser: 1.5 damage and 1.66 heat / 2 sec (with 0.25 second of the recylce time being beam duration)
PPC: 2.5 damage and 2.5 heat / 3 seconds
ER PPC: 2.5 damage and 3 heat / 3 seconds
AC/2: 1 damage / 6 seconds
AC/5: 1.66 damage / 4 seconds
AC10: 2.5 damage / 3 seconds
AC/20: 5 damage and 2 heat / 3 seconds
Gauss Rifle: 3 damage and 0.25 heat / 3 seconds
Ultra AC/5: 1.66 damage / 4 seconds; Or 1.66 damage / 2 seconds with Jam Chance
SRM6: 3 damage / 3 seconds
SRM4: 2 damage / 3 seconds
SRM2: 1 damage / 3 seconds
SSRM2: 1 damage / 3 seconds
LRM20: 5 damage / 3 seconds
LRM15: 3 damage / 3 seconds
LRM10: 2.5 damage / 3 seconds
LRM5: 1.66 damage / 4 seconds
Example Alpha Strike Values from current builds (these would still be great builds if you want to min/max alpha damage)
Dual AC/20: 10 damage vs Normal Armour (20 vs double armour) and 4 heat
Quad AC/20 (Annihlator/Devestator, anyone?: 20 damage vs Normal Armour (40 vs double armour) and 8 heat
Dual Gauss: 6 damage vs Normal Armour (12 vs double armour) and 0.5 heat
Quad Gauss: 12 damage vs Normal Armour (24 vs double) and 1 heat
Hexa PPC: 15 damage vs Normal Armour (30 vs double armour) and 15 heat
Hexa ER PPC (currently instant overheat): 15 vs Normal Armour (30 vs double armour) and 18 heat
8 Medium Laser: 13.33 vs Normal Armour (26.66 vs double armour) and 12 heat
These values can't be final, of course, since the table top values for some weapons are not really balanced at all - AC/2 and AC/5 are too weak, for example.
If we have no real heat scale, but no heat capacity:
The heat capacity for every mech should be at around 15 to 20. (30 would probably be too high).
A Heat Scale with this model could be something like this:
Speed Penalty: For every point of heat, you lose 3 % max speed and turning rate (so at 30 heat, you'd lose 90 % of your speed and turn rate!)
Attack Penalty: For every point of heat, you lose 2 % torso twist speed and range as well as arm movement speed
Ammo Explosions and Structure Damage: After 5 seconds at heat level 15 or higher, and each 5 seconds thereafter, one randomly determined ammo bin explodes. If there are no ammo bins to explode, instead each hit location takes 2 points of damage. Does not occur if the mech is shutdown.
Shutdown I : Reach 10 heat, and the mech powers down after 1 second unless overriden or heat dropped below 10.
Shutdown II: Reach 15 heat, and mech powers down after 1 second unless overriden or heat dropped below 10..
Shutdown III: Reach 20 heat, and mech powers downa after 1 second unless overriden or heat dropped below 10..
Shutdown IV: Reach 30 heat, and mech powers down. Cannot be overriden.
Heat Dissipation Rates would be like table top suggests 0.1 point per second for SHS, 0.2 for DHS. No bonus heat capacity from sinks at all. The heat gained per shot should be low enough that you indirectly spread your fire around enough that you should generally be able to worst heat spikes. Unless you overdo it and play Nova.
*) Why 12 and not 10? Mostly because it makes neater recycle times. 12 can be divided by 1, 2, 3, 4 and 6 without a remainder.
Edited by MustrumRidcully, 30 March 2013 - 10:58 AM.