Mercules, on 12 August 2014 - 10:13 AM, said:
JJs - MWO slowly lift you up, you float around, the shake goes away when the JJ isn't on so you can fire with no penalties to firing allowing you to poptart effectively. TT jumping gives you a -3 to hit which is pretty high in a 2d6 system, that is roughly a 30% less chance of hitting in TT here it is... no less chance. In TT jumping also rockets you from one place to another moving you forward/sideways/back/up at up to 87kph.
It's actually +6 total when you consider that firing in the middle of a jump incurs the penalty for using opportunity fire.
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Rate of Fire - In MWO you fire 2-4 times compared to TT. Now I wouldn't want to fire once per 10 seconds but the abstraction is that over 10 seconds a Medium Laser does X heat and Y damage. Let it fire 3 times but spread the heat and damage between those shots or ignore recycle on lasers and pressing the button means they are on and spread the damage/heat out over 10 seconds. Follows TT AND means amor didn't have to double/triple/quadruple.
Actually, it's not that the weapons damage is abstracted over ten seconds ... it's that in the whole of a turn you can do multiple things. We have no idea how fast the weapons can fire beyond that they probably DO fire faster than once every ten secons.
That said, heat is the balancing factor for all weapons, even zero-heat weapons, because if you add heat to a 'mech, that makes it harder for the 'mech to bring the weapons to bear.
So, if you want faster than 10 second recycles, add heat ... slower cycles, remove heat.
wolf74, on 12 August 2014 - 10:33 PM, said:
To Understand the something from the Battletech Universe you have to Look more than the core rules. Like the Fire Rate of weapons Most player only think of the Once every 10sec per Classic Battletech Maps system. But if you look at the Solaris 7 System if Breaks down to 2.5sec windows which gives us a Better Idea of Weapon System True Fire rate. Once you have seen this system you would see how nerfed the Clans are in MWO compared to their CBT counter Parts.
For those who want to look up what I am talking about
Solaris VII Box Set FASA 1660 GameMaster's Book
Solaris: The Reaches FASA 1659
... and those books also clearly state that the weapons balance is changed by the recycle times - I'd bet using the stats from the regular game and balancing with the heat mathed by recycle time would work a bit more predictably and thus better.
MecatamaMk2, on 14 August 2014 - 03:32 AM, said:
Which is why (how many times do I have to repeat this before people understand it) you REMOVE all parts of the "corerule" that represent human skill.
The parts of the rules that are left will not give nonsense results and will NOT remove people skill as the controlling factor.
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many rule -> for tabletop miniature game. that rule transfer online -> big fail.
False.
I know the rules that would have to be transferred. They would transfer over and work. These rules were not transfered. The numbers made to work with these rules WERE transfered. Problems followed.