Volthorne, on 02 May 2013 - 10:15 PM, said:
No, that is dumb. Then you're not doing 20 points of damage per trigger pull (which an AC/20 ALWAYS does - unless you fire outside optimal range), you'd be doing somewhere in the neighbourhood of 15 damage per trigger-pull. It would be an AC/15, not an AC/20.
By canon AC 20s do not necessarily do 20 points of damage every time the MechWarrior pulls the trigger.
Thinking that is how all AC20s (and by extension all TT weapons) work is where I think a large portion of the balance issues we're seeing in MWO come from.
Here's the problem we're running into: the ten second round in BattleTech is an abstraction to allow for smooth play while still being able to have believable 'fluff' for the game universe. As has been pointed out Autocannons do not do their rated damage in a single trigger pull: the rated damage is the amount of damage they can be expected to do over a 10 second time period which may include the AC actually firing multiple times with some hits and some misses. The same sort of abstraction applies to things like ammunition. For example a ton of AC ammunition in TT provides X 'shots' but that doesn't necessarily mean that ton of ammo contains X munitions; it just means the ton of ammo contains sufficient munitions for the AC to be fired for X ten second periods.
I think many of the game balance issues we're seeing stem from the developers' decision to basically ignore the abstraction and use the TT damage and heat stats in a (more or less) 1:3 port to a real time environment. In other words, while a canon AC20 should do roughly 20 points of damage over the span of 10 seconds, the devs have increased that by approximately a factor of 3; no wonder they had to double armor! Add to that the fact that they decided for some weird reason to keep the heat dissipation cycle at the original TT value of 10 seconds and it should be no surprise that the heat system seems to be completely out of whack (and that they had to add 30 'invisible' heat sinks to 'Mechs' heat capacity).
The devs seem to lack an understanding of some of TT's underlying game design concepts. That lack of understanding led them to make some fundamental errors while trying to translate the turn based system to a real time system. As has been suggested (multiple times as I recall) on the forums, to fix those errors and restore balance I think weapon values need to be reset to the TT values and then divided by their RoF over 10 seconds. Once that is complete the designers could remove the 30 'invisible' heat sinks from the heat capacity and the current heat dissipation would work at its intended (canon) rate. Additionally it may become possible to return armor values to the canon levels allowing weapons to 'feel' more like they're described in the fiction. At that point I think weapons would be fairly balanced giving the designers a solid foundation from which to adjust as needed to get the 'feel' they want from the game.