HRR Insanity, on 29 March 2013 - 06:29 PM, said:
Unless Gauss recycle were >10 seconds, hitting one spot with 2 GR is probably still going to be better than generating 1000 heat after a heat-based boat balance attempt. And this still doesn't deal with the fact that heat based anti-boating strategies penalize light 'Mechs which can't carry large weapons due to tonnage.
I don't know what Colonel Pada's vision here is, but what I would do to deal with alpha strike capability:
Weapons that have high damage values get instead a lower damage value but a higher rate of fire.
A Gauss Rifle might change from 15 damage / 4 seconds weapon into a 8 damage / 2 seconds weapons*.
An AC/20 might change from 20 damage / 4 seconds to 12 damage / 2 seconds.
If we forget for a moment how MW:O adapted table top values, values I might use this conversion algorithm:
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. Find a factor from 6, 4, 3, 2 and 1 where the base damage value times the factor is below 4, and the damage is at least half the weapons table top damage value. Also try to ensure that the damage per shot is at least equal or exceeds the damage of a weapon with a lower table top damage figure.
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 / 6 seconds
Medium Laser: 1.66 damage / 4 seconds
Large Laser: 2 damage / 3 seconds
PPC: 2.5 damage / 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 / 3 seconds
Gauss Rifle: 3 damage / 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
LRM20: 5 damage / 3 seconds
LRM15: 3 damage / 3 seconds
LRM10: 2.5 damage / 3 seconds
LRM5: 1.66 damage / 4 seconds
Alpha Strike Capabilities under this Model (imagine all this against undoubled armour):
Hexa PPC: 15 damage
Dual Gauss: 6 damage
Dual AC/20: 10 damage
6 SRM6: 18 damage
Quad LRM20: 20 damage
Quite workable values, IMO. And we still preserve the general trends from the table top regarding alpha strike and single hit location damage - the heavier a weapon, the more impressive. The difference is smaller, however, and the total of "stacking" weapons is lower. One-hit wonders are unlikely.
(*No, that doesn't retain the DPS, but we need to give it a bit to compensate that we just took away a lot of alpha capability. If you look at a shorter time interval, say, 5 seconds, a Gauss Rifle could before deal 30 damage (firing at 0, 4), now it can deal (firing at 0, 2, 4) 24 - that is a significant reduction in burst capability.)