Farmer, on 12 November 2012 - 09:52 AM, said:
Yeah, wolfpack lights ATE Awesomes. Their speed, especially the Flea and the Locust and their ilk, negated most of the advantages from upgrading pilot and gunnery skills in the awesome, and if you kept out of range and were patient, you could all swarm at once.
And this works, because, with the exception of certain weapons, the basic IS gear is balanced against itself, so for equivalent BV, you could use
skill to out-play the slow, only-got-a-small-laser-at-short-range Awesome.
Indoorsman, on 11 November 2012 - 01:36 PM, said:
What do you think about the BV system in TT... Were TT weapons balanced, or did BV create the illusion of weapons balance? If weapons were balanced, why was BV needed and not just tonnage matching? If you listed reasons BV was needed, are they affecting balance in MWO? Are there other balance issues unique to MWO?
I can
prove that most of the weapons in TT
are balanced against each other. Notable exceptions are the AC 2, 5 & 20, all of which should be lighter and/or smaller.
An interesting thing about the BV system, is that, essentially, it is based on the damage/range/accuracy of weapons. This means that if, for example, you make the AC/2 the "correct" size (2.5t, if you were wondering), you don't need to modify it's BV, because you'll add more weapons to the 'mech, increasing it's overall BV, balancing-out the smaller weapon.
Conversely, what you will notice if you study BVs, is that 'mechs with AC/2's will have a significantly lower overall BV than varients with say large lasers or other types of AC...
For example, from the official Record Sheets 3039 Unabridged:
Clint CLNT-1-2R (1 MLas, 1 AC/10 + 1ton, 10 HS, 0JJ): BV = 707
Clint CLNT-2-4T (1 MLas, 2 AC/2 + 1ton, 10 HS, 0JJ): BV = 619
Clint CLNT-2-3T (2 MLas, AC/5 + 1ton, 10 HS, 6JJ): BV = 770
Clint CLNT-2-3T Denton (2 MLas, LLas, 14 HS, 6JJ): BV = 873
Now, of course, part of the difference comes from the ammo; ammo without a CASE decreases BV (because it explodes), but the reality is more that the excessive size of the ACs reduces the room for additional weapons/equipment, reducing the overall BV of your unit. In the Clint with the AC/2s, at 2.5 tons, instead of 6, you'd have 7 tons spare... enough for 6 JJs and an extra MLas, that would bring the BV up to something close to the 800 mark...
For those who care, base IS AC stats should be:
Weapon Tons Crits Heat Balanced Against
AC/2 2.5 2 0 AC/5 & MG (No direct comparison available)
AC/5 5.0 4 1 PPC (Same range)
AC/10 12.0 7 3 Large Laser (Same range)
AC/20 9.0 9 5 Medium Laser (Same range)
All other stats remain unchanged (including BV).
Summary of method:
- Assume 10 HS from engine
- Take number of lowest-heat weapon that generates 10 heat (e.g. 4 x AC/10).
- Take number of comparison weapon that matches damage output (e.g. 5 x LLas)
- For ballistic weapons, include enough ammo for 10 turns of shooting.
- Balance out remaining heat (counting the 10 from engine) with additional HS.
- Compare total tonnage and critical usage.
Qty Weapon Dmg Ht Total Tonnage Total Criticals
4 x AC/10 40 12 (4x12)+4+(12-10) = 54 (4x7)+4+(12-10) = 34
5 x L Las 40 40 (5x 5)+0+(40-10) = 55 (5x2)+0+(40-10) = 40
Yes, it ends up that AC/10 is slightly more space-efficient... but then you've got the issue of ammo explosions to consider... AC/10 is "better" but comes with higher risk == balanced.