Indoorsman, on 06 November 2012 - 12:06 PM, said:
I want YOU to stop and think about the REAL reason why RoF was increased. Wiki says TT/BT is from the 80s. This is 2012.
And...? Time doesn't invalidate a well balanced system...
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Attention span of the average internet user is plummeting. Do you really expect people(gamers specifically) to even show remote interest in a game where you can't take actions more often than once every 10 seconds? People have changed, the medium of the game has changed, the way the game is played has changed.
Indeed, the level of skill involved is low and the randomisation is non existent. The power is min/maxing builds (and teamwork, but that's a given in most games).
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Yet you and the other TT defenders are being inflexible to change. The way to decrease lethality with and increased RoF is to have a heat penalty and increased armor. If you remove the heat penalty as you are suggesting, and don't change RoF then what can be done to increase survival? Triple, quadruple armor? Decrease damage dealt? In other words make each individual action mean less while allowing more total actions. That is what you and other TT defenders are saying.
Which could all be balanced by re-adding the things on TT that this (and most other MW games) never bothered to attempt.
Randomisation. Proper heat effects including slowdown, inaccuracy etc.
Adding bloom/scatter to the weapon system would result in combat more reminiscent of the tabletop experience while increasing the TTK (time to kill). Missed shots incur heat, so players would need to be more circumspect and pick their times for alpha strikes. You could increase ROF, increase heat dissipation, slightly up the armour and end up with a game where you take your best shot and there is some luck involved rather than pinpoint salvos.
TT rules don't work in the real game because tabletop invokes a level of luck that just isn't present in the game.
Asatruer, on 06 November 2012 - 12:35 PM, said:
The HBK-4P was not a problem in TT compared to the HBK-4G. An alpha from the -4G dealt 30 points of damage for a neat rise of 1 if standing still. An alpha from the -4P does 40 damage for a net neat rise of 1 point if standing still. Did allowing the -4P in BattleTech alpha strike all day long make it HBK-4PTech? No, because heat was not the point of balance that made boating lots of weapons disadvantageous over one big weapon, it was the RNG hit location tables. Heat "neutrality" is not the cause of the problem, and should not be the method used to fix the root cause of the problem. Using heat to balance aiming is a bad solution, it drives people to low heat and high accuracy weapons (such as the gauss and small lasers).
Bingo.
The only way to fix it is to up the heat on those systems considerably (because most low heat builds can run on stock heatsinks), or drop lots of heat from hot weapons (like 50%... yeah right..). So everyone overheats after a few salvos or no one does.
I guess they could always nerf cool weapons ammo and or range as well.
And this is what you want Indoorsman. A minor tweak of heat isn't going to fix an ERPPC, it's just miles too hot under the current system. To balance it against a gauss (which is what it should be balanced against), you would need to fundamentally change either or both weapons away from what they are. May as well get rid of both and just have a mid heat/mid damage gau-pc...