Mawai, on 29 February 2016 - 06:49 AM, said:
MWO follows far more TT than it ignores in my opinion.
- most of the mech construction rules ... tonnage, weapons etc are all from TT.
- most of the weapon damage and heat values started at TT numbers
- most of the speeds for mechs start from TT values
Most of what MWO does NOT use from TT is due to the fact that it is a real time aimed computer game and not a dice resolved TT board game.
- AIMING ... damage goes where it is aimed (this is a major change from TT and is the primary reason why all the TT numbers are at best a rule of thumb and at worst useless when mapped to MWO).
- MWO is real time ... very early in the design process they made (in my opinion) an incredibly stupid decision. They took the TT damage values but changed ALL of the weapon fire rates in unrelated ways. TT is supposed to be based on a 10s game turn. It would have likely been better to keep the TT DPS values as a starting point for balance rather than the damage number.
- Using damage numbers rather than DPS and increasing rate of fire necessitated doubling the armor values from TT in order to increase time to kill to a reasonable level.
Some folks complain about ballistics with multiple rounds adding up to 20 damage for example. This feature is actually part of the lore of Battletech. AC20s were basically a class of weapons that would do 20 damage in a 10s game turn .. some of these would fire a single round while others might fire several smaller caliber rounds. MWO is completely justified in using multiple projectiles, at least from a lore perspective.
So ... MWO uses quite a bit of the numbers from TT ... and as some folks have mentioned there are varying opinions as to whether they chose the right ones. Unfortunately, we are pretty far past the time when they can make sweeping changes.
Also, keep in mind to that part of the "balance" of weapons has been affected by improvements to netcode/addition of Host State Rewind/hit registration over the years. Whatever "balance" was determined in closed beta was obsolete by the time these improvements rolled out a year or two later.
Construction is partially TT, but it ignores some heavy restrictions (engine size) as well as using the build-a-mech rules and not the field refit sort of thing (that one being entirely optional, of course)
Weapons start FAR from TT weapons, case in point our 14 ton AC60.
ACs are rated over their damage dealt over 10 seconds, or whichever firing period.
This ties into one of your secondary arguments...but 3x RoF, 2x Armour and 1x(roughly) dissipation are not TT stats, but PGIs vision of them...which are quite different.
PPCs were absolute rubbish before HSR, hence their superbuffs (2KM/s travel speed, 8 heat, 3s recycle), and the moment ballistic HSR came in, they went to become THE best weapon for months on end...
Yep, that is a solid point.
I'm not asking for TT stays at this point, of course (unless we could customize the Private Match lobby stats, import our own .XMLs with fixed HoverJets, non-rubbish balance, and for the stock crowd, their preferred TT interpretation).
As I said, they took some TT rules, but ignored many others which balanced them. Engine size being a pretty significant one.