Rallog, on 07 November 2012 - 09:42 PM, said:
As someone who ran a Mechwarrior TT campaing for years, we dabled with the Solaris VII rules for one weekend just for kicks, to see if it would add anything to the game.
Guess what, everyone threw out all their PPCs LL and mounted Small Lasers and Machineguns. Infact, everyone crammed in as many machineguns as they could and owned their opponents.
My players practically had a revolt until I promised we would never ever use those silly rules again.
Wait a second...
A single weekend of play certainly represents a fully fleshed out and tested experience with a new rule set. By all means, keep that one experience with the Solaris VII rules as the de-facto experience of anyone and everyone who has ever played with them.
But on that subject, what were you doing wrong letting the battlefield be dominated by 90 meter range (120 meter extreme range) weapons? Did the player's opposition have nothing but CBT tweaked god mechs mounting nothing but ERPPCs and Gauss Rifles? Did they have no secondary or tertiary weapons of their own to bring to bear on your players when they got into knife fighting range?
Regardless, the only point you make is one that can be easily adjusted by tweaking the refire rates or damages of weapons over that refire rate to prevent insane rapid fire instant death. Notice how PGI didn't have Machine Guns do 8 points of damage every 10 seconds like they could in Solaris VII? You do have a point about small lasers though, but at least they make more sense to adjust refire rate for while machine guns are defined by a rapid/constant fire rate and thus necessitate a damage adjustment to balance them.
On the subject of small lasers, they are effective if you can close range. This appears to be easy to do in MWO due to a.) lag shields on light mechs, and b.) speed cuts to assault mechs which prevents them from keeping their distance somewhat from faster opponents in order to keep their big guns on them for a little longer. But at least the number of them you can mount on a mech is limited rather than unlimited like in CBT.
There is no rule that says PGI has to adhere to a 10 second delay between firing every weapon. There is also no rule saying that the heat system must directly copy that of CBT. I actually prefer the Solaris VII heat system since it eliminate ******** alpha strikes from mechs like Masakari's or Awesomes and forced them to have to spread their fire out a bit more. It encouraged mixed weapon designs to take advantage of different situations regarding range, cover, heat, ammunition levels, and weapon reload/recharge. That a few weapons were overpowered is no reason to throw the baby out with the bath water. If that were the case, CBT would be in the same boat as Solaris VII, but because of the opposite end of the weapon spectrum (i.e. super heavy weapons are supreme in CBT, small fast refiring weapons are supreme in Solaris VII provided you can close range quickly).
Seems like there has got to be a happy medium ground somewhere between those two.