Posted 05 April 2012 - 11:10 AM
The problem is something like this.
Each weapon has several balancing points: Weight, critical slots, damage output, heat output, ammunition capacity.
Damage output, heat output, and ammunition capacity are all balancing points weighted by how much armor a 'Mech can mount, how fast it can dissipate heat, and how often it can reload.
Change ANY of those 8 variables, and the entire system is thrown out of balance. Which is fine, if you're willing to rebalance the other variables. But why would you do that when you can just copy the tabletop, which more or less is already balanced?
For instance, increase the amount of damage armor can prevent. Suddenly, the PPC which is high-heat, high-damage, becomes high-heat, medium-damage. Underpowered.
Make heat dissipate faster, and suddenly all energy weapons go from damage equal to their heat to damage GREATER than their heat. Overpowered.
Ballistics and missile weapons have traditionally been balanced: high damage, low heat, low ammo. If you make them high damage, low heat, medium ammo, they're instantly better than equivalent energy weapons.
Like that, it's easy to see how changing ammunition rates from the tabletop is risky business. Even adding the ability to reload in the field creates the possibility of players going for ballistic-boats and ignoring all energy weapons. Goodbye, Black Knight. So for my money, I'd rather they keep as close to the tabletop as possible, no reload stations, no extra ammo...
...it's not like MWO matches are designed to last for as long as MW4 or MW3 missions/multiplayer. This might actually be one of the first times in MechWarrior history where tabletop balancing is the best suited for the game.