DarkJaguar, on 07 July 2013 - 06:45 PM, said:
I'm not familiar enough with the Solaris rules set to really comment on it, but what do those numbers do that my earlier DPS based posts don't? As per my OP, PGI can set the recycle time and damage per shot to whatever they want as long as it equals out to the same DPS/HPS as the TT Values, I.E. An AC20 has a damage per shell of 1, and heat per shell of .35, but fires 2 shells every second, for a total DPS value of 2.0 and a total HPS value of .70. whereas currently the AC20 has a damage per shell of 20 and a heat per shell of 6, fires one every 4 seconds, for a total DPS value of 5.0, and a total HPS value of 1.50.
The thing is BT rules didn't scale well with a faster pace where you ran hotter, which is why Solaris VII rules were introduced.
So, here's how firing an AC/20 once would look.
MWO AC/20 - 20 Damage / 4 Second cool down / 5 DPS / 6 Heat / 1.5 HPS
Solaris VII AC/20 - 20 Damage / 2 Second cool down / 4 DPS / 28 Heat / 5.6 HPS
BattleTech AC/20 - 20 Damage / No cool down / 2 DPS / 7 Heat / 0.7 HPS
A Solaris VII round was 2.5 seconds, so dividing 20 damage by the 2 second cool down, then the 2.5 seconds per round, we get 4 DPS. We can only assume a MWO round is 1 second and a BattleTech round was 10 seconds. Notice that DPS was similar for MWO and Solaris VII, but heat was higher for S7 rules because heat is a part of the game balance.
So, maybe MWO got their info from Solaris VII rules, but decided to use the 30 point heat scale in BT instead of the 120 point one in Solaris VII, then we would adjust the heat on the Solaris AC/20 down to 7 Heat or 1.4 HPS (7 divided by 2 divided by 2.5.
Solaris VII AC/20 - 20 Damage / 2 Second cool down / 4 DPS / 7 Heat / 1.4 HPS
OK, so now stats are similar to what MWO is using, but the lack of things like the various levels of shutdown, firing modifiers, and movement restrictions that were left out of the heat scale, still meant there was an imbalance.
Plus, there's the issue of how the ToHit modifiers and ranges were implemented.
In MWO, the AC/20 does full damage up to 270 meters and partial damage up to 810 meters.
In Solaris VII rules, you have 0+ To-Hit from 1-6, +1 To-Hit from 7-12, +2 To-Hit from 13-18, +3 To-Hit from 19-24, +4 To-Hit from 25-30, +5 To-Hit from 31-36. In Solaris VII, a hex is 7.5 meters, so the max range would be just like in BT rules, 270 meters. So, here we have yet another imbalance because the weapons fire further than they should.
I would have suggested a percentage of damage reduction based on the To Hit modifier, such as 10% per + To Hit and also increased the hex range to 10 meters for the AC/20 to have a max range of 360 meters but do 50% less damage between 310 to 360 meters since it had a To-Hit modifier of +5. This kind of modification would allow for a return to normal armor values and for Light 'Mechs to not get creamed so quickly as long as they stayed at range.
Edited by kilgor, 07 July 2013 - 09:13 PM.