Strum Wealh, on 21 June 2016 - 08:56 AM, said:
Personally, I would be fine with the structure/armor quirks existing to offset the combination of the ability to reliably and consistently focus damage output (versus the general inability to do so effectively & consistently in BT) and the "FIRE EVERYTHING, EVERY TIME, AS QUICKLY AS POSSIBLE!" mentality of the playerbase-at-large.
Though, I would prefer to see those quirks be reduced in degree across the board (e.g., no 'Mech, of any class or tonnage, having more than a combined, say, 10% structure/armor bonus on any section - "10% structure + 0% armor", "0% structure + 10% armor", "5% structure + 5% armor", "2.5% structure + 4.5% armor" (doesn't have to be equal to 10%, just can't exceed 10%), "25% structure + -15% armor" or "-10% structure + 20% armor" (the net difference is still a 10% overall bonus, and allows for some interesting variations in durability/survivability), etc).
Even then - and even now - a boost to rounds per ton is still not needed, for the reasons previously listed.
Moreover, the same reasoning applies to the energy weapons as well - IMO, PGI should bump the per-salvo heat generation back up to the original BT values, so that players who can't handle the heat would have to either trade weapons (or armor, or speed, or ammunition for other weapons) for Heat Sinks (trading firepower for heat management), or downsize their weapons (again, trading firepower for heat management), or alter their firing behavior (e.g. something other than alpha-striking at the rate of the slowest weapon recycle), or some combination of these.
'Mech design should be a balancing act of multiple elements & an exercise in compromises; in order for a player to improve one or more aspects of any 'Mech through MechLab modification, one should have to pay the price with one or more other aspects of that 'Mech.
I like this quote. The one issue that I have with it, and I'm a staunch heat management person, is the fact that, in TT, lore mechs always took more weapons than armor or heat sinks. I can't think of one mech from 2875 to 3058 that had full armor. And, you always read descriptions where a variant dropped some weapons for additional heat sinks. So, as you can see, Battletech was built upon the notion of killing the enemy first and worrying about heat, ammo, and armor later.
As I said, though, I'm big on getting heat penalties into the game and an even bigger backer of making the use of Override actually apply damage, per second, to the head location internals. If you can't stand the heat, get out of the kitchen and stop using so many damned hot weapons.