Posted 29 July 2013 - 12:13 AM
I have mentioned this a few times myself. However you are going to get a lot of people who say thing like " TT rules are not compatable with real time simulation" or some such. The thing is, when you get down to ALL the TT rules they can easily be translated to real time combat without much change.
Of course you will get lots of people saying things like, "They tried it in Friends and Family and the matches were just to quick and short ranged." Thing is, since I was in closed beta, at that time which was AFTER F&F the PPC was to slow, the shot I mean, and the Guass rifle was not even in at the time. So of course long range sniping was not in the game at the time. Fast mechs also had a huge advantage at the time because Host state rewind was not in and all lights had a lag shield. Also that ment anything resembling a balistic medium to long range shot would miss almost every time. This gave an even bigger advantage to laser boating close range mechs. Add that to LRMs still do not work right, streaks not working right now or back then and you start to see why things worked the way they did in F&F.
Thus when you read or hear anyone say TT values have been tried remember a few things:
1. They were tried in a very early not fully implemented version that was heavily biased to laser weapons, and faster mechs.
2. Not all the weapons were implemented and none of them were fully implemented with host state rewind.
3. The TT reload values have never been tried as far as I know.
4. Heat has a bonus 30 points that TT did not have. Thus it plays a smaller part than it should.
Thing is, even grouping was thought about in TT in 1991. It was the ITC i believe. They only had three though, and they were A,B, and C. It allowed pilots to fire more than one weapon at a time, which of course is what grouping is. Wow TT did not thing of everything way back in 1991 that they would need in a Real time game.
Of course you will have poeple say well the TT version made machine guns way over powered because they did 8 damage in 10 seconds. What they do not think about is that it was the same damage in 10 seconds as a large laser in less time, or less than a medium laser in the same time. They generated no heat. As everyone can see though that was a tradeoff for No range. They had the same range as a small laser. One did 6 damage and 4 heat in 10 seconds, the other 8 damage and no heat, one had unlimited ammo, which was its tradeoff, the other had ammo, which was an ungodly amount mind you but it also was an ungodly amount of damage on ammo explosion. What most dont know is if, a MG's ammo detonated, well your mech is toast. No mech not even an atlas could take the 400 damage and not be severly hurt. yeah you fired some. Not more than 50 rounds, so 300 damage. rarely did it happen mind you because it only took one ton, but it was a risk, for 2 damage in 10 seconds and 4 less heat. Also dont forget that that one ton of ammo also could be one heat sink meaning only 3 heat, until you start adding more mgs, then the small laser really starts to loose out dps wise. but thats for another story. The MG problem is not really a problem, since as everyone now knows, PPC, and Guass are king.
Anyway I am glad someone else knows more of the rules than rumor, or quick scanning, very few seem to.
I have mentioned this a few times myself. However you are going to get a lot of people who say thing like " TT rules are not compatable with real time simulation" or some such. The thing is, when you get down to ALL the TT rules they can easily be translated to real time combat without much change.
Of course you will get lots of people saying things like, "They tried it in Friends and Family and the matches were just to quick and short ranged." Thing is, since I was in closed beta, at that time which was AFTER F&F the PPC was to slow, the shot I mean, and the Guass rifle was not even in at the time. So of course long range sniping was not in the game at the time. Fast mechs also had a huge advantage at the time because Host state rewind was not in and all lights had a lag shield. Also that ment anything resembling a balistic medium to long range shot would miss almost every time. This gave an even bigger advantage to laser boating close range mechs. Add that to LRMs still do not work right, streaks not working right now or back then and you start to see why things worked the way they did in F&F.
Thus when you read or hear anyone say TT values have been tried remember a few things:
1. They were tried in a very early not fully implemented version that was heavily biased to laser weapons, and faster mechs.
2. Not all the weapons were implemented and none of them were fully implemented with host state rewind.
3. The TT reload values have never been tried as far as I know.
4. Heat has a bonus 30 points that TT did not have. Thus it plays a smaller part than it should.
Thing is, even grouping was thought about in TT in 1991. It was the ITC i believe. They only had three though, and they were A,B, and C. It allowed pilots to fire more than one weapon at a time, which of course is what grouping is. Wow TT did not thing of everything way back in 1991 that they would need in a Real time game.
--------- The following is sort of just a rant so ignor it if you are just looking for a quick read--------------------------------------------
Of course you will have poeple say well the TT version made machine guns way over powered because they did 8 damage in 10 seconds. What they do not think about is that it was the same damage in 10 seconds as a large laser in less time, or less than a medium laser in the same time. They generated no heat. As everyone can see though that was a tradeoff for No range. They had the same range as a small laser. One did 6 damage and 4 heat in 10 seconds, the other 8 damage and no heat, one had unlimited ammo, which was its tradeoff, the other had ammo, which was an ungodly amount mind you but it also was an ungodly amount of damage on ammo explosion. What most dont know is if, a MG's ammo detonated, well your mech is toast. No mech not even an atlas could take the 400 damage and not be severly hurt. yeah you fired some. Not more than 50 rounds, so 300 damage. rarely did it happen mind you because it only took one ton, but it was a risk, for 2 damage in 10 seconds and 4 less heat. Also dont forget that that one ton of ammo also could be one heat sink meaning only 3 heat, until you start adding more mgs, then the small laser really starts to loose out dps wise. but thats for another story. The MG problem is not really a problem, since as everyone now knows, PPC, and Guass are king.
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Anyway I am glad someone else knows more of the rules than rumor, or quick scanning, very few seem to.