Helmer, on 03 July 2013 - 09:00 PM, said:
In friends and family all the numbers were exact to TT values. It honestly, was not fun. It did have a certain hardcore appeal, but it ended up being a "Take a huge engine, put in a bunch of med or small lasers" fight. It was easy to use terrain to get in close and maul people.
However, this was with Forest Colony, a very brawler friendly map. It would be a different story in say Alpine.
With the advent of the Public Test Server perhaps PGI could be convinced one day to move all values back to strict TT . It would be fun, and interesting to see......
Cheers.
The big issue with what you're describing is that you're using arbitrary TT values. Like what DarkJaguar places in his original post, you can't take TT damage values that are based off of a 10 second/round system and then add whatever recycle values you wish to the weapons. That just throws everything into a complete Charlie Foxtrot of game balance. What this post suggests is to redo the values of weapon systems in the game to reflect the DPS and HPS values consistently with tabletop.
If you wanted to redo autocannons to all be like continuous fire weapons you could certaintly redo the ammo/ton values to compensate for this. They already did it for machine guns. You could easily revert all autocannons to have 10x the ammo/ton and reflect the damage accordingly, with AC2's doing .2 damage a round with one shot a second and AC20's doing 2 damage a round at one shot a second. This keeps the damage in line with TT and balances the game mechanics. This same concept can be carried over into every weapon system in the game. The pace of combat stays the same (and in some ways even increases), while the numbers stay lower and consistent.
Using the system DarkJaguar proposes you aren't applying arbitrary values to weapon systems that throws off the whole balance of the game. Even other MechWarrior games that used their own arbitrary values for weapon fire rates ran into the same problems. One of the fundamental things that needs to be pulled from TT that has never been done before is a proper usage of the metric of TIME. Time controls your fire rates, time controls your DPS, time controls your HPS, time controls your rates of movement (the only reason this was successfully carried over is because engine ratings have a calculation for KPH, which standardizes movement speeds), and time controls your rates of cooling. Time dictates EVERYTHING that has to do with successfully balancing a game like MWO. It is also a highly overlooked rule mentioned in the base TT books that a round of combat in Battletech lasts 10 seconds . . . just like a round of combat in D&D lasts 6 seconds. Most people overlook that little rule that is mentioned in those rulebooks and many other TT rulebooks . . . mainly because it is normally only mentioned once, on one little line in a multi-hundred page book. However, time is extremely important. Time is the most important factor of all.