Heffay, on 08 July 2014 - 12:35 PM, said:
TT provides the basis (JJ creates heat), and the specific implementation when you convert from 10 second turns to a FPS sim is really up to PGI. If you want TT rules, there is always MW:Tactics.
I just tested it on megamek. 1 heat per jumpjet with a minimum of 3. Also if you read what I said... One JJ would be spent giving you mostly lift with very little room to land; just 12 meters maximum if you held it or if you tried to land safely you'd get 6 meters height.
With 2 you'd get 24 max (and splat down) or 12 meters with safe landing.
Also in each case you'd get 30 meters forward, so poptarting would literally be impossible since it would propel you forward.
Forward at a significantly faster rate than here.
Honestly if PGI stuck to the TT rules for the heat system in general, we'd rarely if ever hear complaints about pinpoint aim because 2 ER Large Lasers would cause you to potentially shutdown if fired at the same time without an override and detonate ammunition, but over 10 seconds you can easily fire 6 of them with enough double heatsinks. 2 ER PPCs could not be fired at the same time, though 2 regulars could be without trouble. Yet you can still churn out 4 ER PPCs in 10 seconds with 20 DHS and great risk to yourself.
All PPCs would also have a charge up mechanic, where regulars could have the charge up aspect greatly reduced (as it takes longer to charge up) by switching off the field inhibitor, removing the 90 meter minimum range penalty. Said min range penalty is not that the shot stops doing damage at 90 meters but is almost impossible to hit a fast moving target at close range due to the charge up mechanic in TT, reflected by said minimum range.
<.< All in all the game would be considerably more balanced with a favoritism to brawling... as all heat factors favored close range combat and heavily taxed long range.
Edited by Koniving, 12 July 2014 - 04:24 PM.