IraqiWalker, on 14 January 2016 - 07:43 PM, said:
For the record, I know that text is not exactly the best medium to communicate, I don't intend to sound antagonistic, or like a jerk , I'm just trying to clarify some misconceptions about TT, because some people mistake tech 1 stock mechs, for "TT", or CBT.
Not to worry, I don't take it that way. Despite my name, someone would really have to TRY to be an intentional jerk to get me riled up on a video game forum.
You seem to have used the solaris ruleset, or one of the later expanded rulesets in TT. I played (and base my suggestions on) the original rule set of the Table top game. It is the
simulation of these rules I am trying to emulate.
IraqiWalker, on 14 January 2016 - 07:43 PM, said:
If you don't have a targeting computer, sure. Double check my build. It has a targeting computer that has all 10 ERMLs slaved to it. (Clan TCs weigh 1 ton, and take 1 slot per 5 tons of equipment slaved to them). This Nova can land every single shot at the exact same component, with the exception of the head. Every, single alpha strike. All you need is a 2 slot 2 ton Targeting Computer.
http://www.sarna.net...geting_Computer
Yes, even with the targeting computer, however, the shots are not fired simultaneously, as the damage and heat are generated over a 10 second period. I understand there was a rule set that allowed on roll for grouped weapons, but IMHO that was a mistake that the original rules did not make. Each shot had a separate roll, and there was a negative modifier for aimed shots to simulate the degree of difficulty. That is the whole reason behind not giving the targeting bonus to head shots (it broke the game), just as it breaks the game in a real time shooter when individual components can be destroyed.
This problem is evident in MW:O. That broken system is directly what led to the bandaid fixes of doubled armor, increased ammo, and ghost heat.
IraqiWalker, on 14 January 2016 - 07:43 PM, said:
Welcome to competitive Battletech TT
People are complaining about dual gauss mechs here, how about triple, and quad gauss devastators? With called shots, you can land almost every single one of them in the same component, and remember, in TT we have half the armor and internal health we have here. I don't even need more than one ton of Gauss ammo per rifle to make that devastator annihilate an enemy formation. (or even the dreaded Gauss-zilla, which had 5 Gauss on it)
I remember someone posted their Stone Rhino build, and it had something ludicrous like over 100 damage alpha strike and it was all relatively guaranteed to hit the same component. Even if it didn't it would still cripple the target mech in one alpha and effectively remove it from the fight.
Which goes back to the fact that we are arguing different TT rules. Perfectly precise group fired shots are not lore-friendly. More than that, they break the game. There needs to be a choice between firing everything with one trigger pull for raw devastating damage, or chain firing weapons for precision. If you can have both, there becomes no other way to play. Using heat as a balancing factor, when there is no heat scale, is wholly ineffective. Disabling and destroying Battlemechs is supposed to be very difficult, not something anyone can do with a single trigger pull.
IraqiWalker, on 14 January 2016 - 07:43 PM, said:
Homing like abilities are for the SRMs. The LRMs actually get a lock. A spotter either paints the target, or shares targeting information. So for LRMs they would still get a lock.
Now here's the problem with your suggestion: It makes LRMs worse. LRMs are already the worst weapon in the game, after the flamer. Making them inaccurate even more means that you will need to load up even more ammo still, in order to try and be effective. Have you seen what your typical MWO LRM mech loads? most of the mech is dedicated solely for the missile system, because bringing almost 3000 rounds of ammo (about 17 tons) is not enough sometimes.
I don't think it makes them worse, I think it makes them stronger, especially coupled with burst fire ACs and longer burn time lasers.
Remember, I am suggesting the SPEED of LRMs be increased to be on the same level as large caliber ballistics. This would greatly improve their use as direct-fire weapons, with the ability to correct the shot mid flight. Indirect fire with TAG or NARC would be exactly as it is now (lock-on), but with only a spotter, the LRM pilot would have to use the cursor to direct the LRMs to the target (a little more skill required). However, if LOS from the spotter is lost, the LRM firer can still guide the missiles with the reticle with his best guess instead of "losing" the target. This mechanic could also be effective in dumb-firing LRMs for area denial.
IraqiWalker, on 14 January 2016 - 07:43 PM, said:
So reducing their damage even more will push them farther out of play, and they're already near the edge.
I never said anything about reducing missile damage, sorry for any confusion.
IraqiWalker, on 14 January 2016 - 07:43 PM, said:
I'm with you on this one 100%.
I think we are both in the majority on this.
We can agree to disagree, and feel free to continue this discussion via PM or TS if you like, but I think we owe Tina the courtesy to not hijack her thread.