The reason why TT values feel like a good starting point is that they have been used to balance a certain type of game with fair success, whereas MWO values have never been very balanced.
The discussion about translating TT values to a real-time simulation is interesting, but please never use any blanket statements like "of course TT values are perfect because they are" or "tabletop numbers have no use in a simulator". Those have no value in the discussion. I've actually noticed that few people understand what the BTech numbers are and what their significance is in the game.
The weapon values (size, weight, damage, range, heat, other perks), 'mech structure and heatsink efficiency are basically a closed system that defines the weapons' usefulness
against each other. In fact, of those only range is something that has real relevance to the tabletop or simulator game mechanics, since it affects hit percentage calculations. In fact, all the other values function very similarly in the TT and in MWO.
The real difference is not the weapon numbers, it's the game mechanics. The difference is range based accuracy and throwing dice in a turn based environment against a point and shoot real-time world.
This doesn't mean that TT values would be the absolute best thing ever for a simulator, but if you look at all the commonalities between the TT and MWO, they are quite numerous. It is also vital to realize that the numbers are far from arbitrary, in fact they form a fairly balanced system (with well known quirks) and if you change some of them, this balance will shatter. That's why the translation needs to be done with great care and planning and there needs to be a
very clear idea on how every interconnected variable is translated to the target environment.
This is what most of the TT advocates are asking for. Not a few numbers from a tabletop game, but controlled transition to real-time environment. Things like massively increasing heat production and changing the relative damage output of the weapons will demolish the balance, unless there are well understood reasons for every change in the game design. To me it seems that PGI are going about it bass ackwards by changing the weapon balance seemingly arbitrarily by increasing heat tremendously as well as the weapons' relative DPS when they should in fact first take a step back and consider the gameplay elements that are at work all around the weapon balance.
I believe I speak for many when I say that most TT value advocates are actually saying that if PGI went back to TT values and worked on the game mechanics and understanding the translation of the said numbers to a real-time environment in a controlled way they would end up with a more balanced system than what they have now or are likely to have in the future at present course. Not that the numbers themselves would absolutely work in a simulator environment. This is why it's important for the discussion that instead of stating that TT is so different from a simulator that the numbers just can't work there are game mechanics-based explanations on why it is so.
I for example believe that group fire or pinpoint alpha is breaking the gameplay and balancing efforts (if you're actually interested in my views, check this out:
http://mwomercs.com/...__fromsearch__1 ), but that's just one thing. If there are fundamentally hard to balance factors in the core gameplay, messing with the numbers will only take you further away from any kind of balance, which is why core gameplay needs to be tackled first.
Edited by AndyHill, 13 July 2013 - 04:12 PM.