Mercules, on 15 January 2013 - 10:54 PM, said:
Actually, I would say leave the damage values alone; it's not necessary to tweak them in order to bring faster firing weapons "to heel."
I think what is often missed on this topic is that there IS a Rate Of Fire in the TT other than every 10 seconds - effective ROF and weapons balancing is established by heat buildup.
The proper question isn't, can it fire every 10 seconds, but, "can I fire this turn without (exploding my ammo, disabling my 'mech, cooking myself, rendering my 'Mech virtually unable to aim it's weapons).
If you fire every turn and ignore the heat buildup, your mech (and likely YOU) are reduced to an immobile, quivering, smoking target that can't hit the side of an overlord dropship.
For everyone who wonders what kind of skill there is in a 'Mech piloting sim -this is one of the biggies - how much heat can I trade-off for how much benefit?
This is how heat establishes weapons balancing in TT for every weapon.
So, there's no need to tweak the damage values. Use the heat penalities for balancing and tweak up the heat values on weapons you want to fire faster than every 10 seconds. If you do this you won't even have to mess with the heat-dumping system.
What about weapons with zero heat? They are balanced by giant size and weight, exploding ammo, and ammo dependency.
But, but MGS! ... yes, what about them... if you make them fire faster than every 10 seconds, make them run hotter.
This also has the added advantage of keeping the damage values, so you don't wind up needing to tweak the armor/critical damage application systems or numbers.
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Huge, giant YES to using the advanced rules in the conversion. They cover a lot of things that people think the TT leaves out, like range, or how weapons apply damage, etc.
Just about the only rule that I'm of the opinion to leave out would be the direct-blow rule.
BTW, they've also already put in rules for simultaneous movement, and for making "opportunity shots" too. I'll have to go re-read them, but if memory serves, these two pretty much destroy the "can't convert to realtime" argument.
Edited by Pht, 16 January 2013 - 11:17 AM.