zhajin, on 19 November 2012 - 06:09 AM, said:
I know its not TT cannon but again with the firing rate changes MWO needs to move away from cannon in some areas.
Yes and no.
Yes, of course you need to make changes if you translate a TT game to a realtime computer game. First and foremost because random dice rolls are replaced with player controlled input. In MWO's case you get pinpoint accuracy (which is a bad thing imho), making aimed burst damage and sniper shots much more of a balancing issue.
No, you don't necessarily have to change much if you increase the RoF. It only applies if you also change the dps (keep dmg per shot). A medium laser is supposed to do 5 damage in 10 seconds. If you double the RoF but at the same time half the damage, there's no difference to the TT. You can do that with every weapon and play around with cooldowns, creating a lot of variety.
Basically, from my point of view, you can take a different and more interesting/balanced route than what PGI opted for.
Ragarding weapon range and viability:
that's actually a map design issue, not weapon balance.
If maps were bigger with lots of open terrain, you'd want to have long range weapons instead of medium lasers.
Balance is more than just one chart.
Regarding TT values:
You can't base your system on TT values, then change them, and if it doesn't work out blame it on the TT values.
That's just stupid.
I'm absolutely positive that the TT values work pretty well, if you implement them in the right way. But it is a bit more complex than comparing stats on the weapon chart.
Edited by John Norad, 19 November 2012 - 10:02 AM.