Ryoken, on 15 January 2014 - 05:52 PM, said:
One suggestion would be to change ACs from making pinpoint damage with one projectile into firing a burst of projectiles with each shot and therefore make them spead damage.
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Concerning balancing Jumpjets and heat I just wanted to add that in TT, even if you jump only one hex, the minimum heat generated is 3! not 1! So maybe heat may be some tool of adjustment.
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Also rules for building mechs could be changed. As it stands now most mechs only mount one jumpjet to minmax its use. So maybe also giving a minimum of 3 jumpjets may be a way to tool around.
I've been suggesting the AC change to burst fire for a very,very long time. PPC's can be changed from pinpoint damage to 'grenade' damage as you mention: 60% of its damage on impact location and the remaining 40% as 'splash' to other armor locations.
Jumpjet heat would screw scout light mechs more than it would penalize poptarts.
You are right about 1 jet being all thats needed for poptarts... so how about focusing on that instead as a solution?
Make jets generate a lot of heat on the initial up-thrust. This means the first second of jet use (after that it switches to jet fuel). Say, 40% heat AND that heat penalty is applied every 3 seconds the jets are active. Regardless of how many heatsinks you have.
However, the more jumpjets you equip the less heat is produced. Say, 5% heat reduced per Jet. Also, each jet equipped reduce the fuel consumption of jet fuel (more on this below), each jet equipped will increase the strength of the initial up-thrust. Each jet equipped increases fuel recovery speed. (more on this below)
Finally, default jet fuel consumption should be increased by 20%, default jet fuel recovery rate needs to be lowered by 60% and initial thrust strength needs to be lowered by 50% (using an atlas as height indicator: 1 jet wont lift you above ankle height in the 1 second thrust, 2 jets gets you halfway to the knee, 3 jets gets you to the knee, 4 jets gets you hip-high and so forth till 8 jets = head high).
This would make an 8-jet mech generate no heat on the initial thrust (or in the 3-second jet active 'check' period). It makes jets be more fuel efficient the more jets you have (regardless of if you have less or more than 8) and recover jet fuel faster (because at 8 jets it recovers it at the current jet fuel recovery rate).
What this will do: It makes energy and ballistic based pop-tarting by mechs with less than 8 jets be non-sustainable. A victor with 6 jets is the heaviest mech I can think of that can fire a Gauss (or AC20) and 2 PPCs in poptart configuration. A victor wanting to poptart, even if he equips all 6 jets has the following issue:
Initial thrust is decent enough to raise him above an obstacle but he still generates 10% heat by tapping the jets and will have only enough thrust to raise itself barely chest high to an atlas... which means he is only poptarting from very low cover (he is vulnerable to LRMs there)... and if he wants to get HIGHER to fire his poptart he has to thrust with 6 jets only for 2 or more seconds to clear a higher cover and get hit by another 10% heat penalty...and he also suffers from lower jet fuel consumption and lower fuel recovery rate than the current default.
Essentially, this Victor with 6 jets wanting to poptart from behind LRM-cover high terrain would suffer a minimum of 20% heat penalty (it will be airborne for 6 seconds), run out of fuel at the top (for the fuel consumption is not at neutral) and have to wait longer for his fuel to recover.
Mechs with 4 or less jets will not be able to poptart that much...and mechs with 8 or more jets become heat neutral and get jet fuel/performance benefits which befits their roles as scouts (these are usually the lightest armed mechs). Lights with less than 8 jets have almost as much firepower as a medium mech (aka Jenner!) hence they do have some heat penalty to be jetting around.