Another anecdotal illustration of the model-everything one-to-one trap was me yesterday, spending most of an hour whittling about the how many Teraxyllaqens (the made-up compative fluff unit; the x is pronounced “ch”)[1] a fighter torpedo had a looking back at the ones I'd already stated and comparing between the game stats for my starship system Accelerate and Attack (from which the lore stats are informed) and my fighter combat rules-based-on-X-Wing-Alliance (from which the fighter stats are informed, both mechanically in AccAtt and in lore fluff) and then writing myself a stern note in block capitals that the two sets of stats
don't match-up and not to keep trying to make them. That AccAtt manages a fair approximation (given it is discrete design system like BT) of the fighter stats (which don't) is something of an achievement in itself, but the two games caon't and can't match-up one to one. AccAtt isn't granular enough, it has to be played on the tabletop with fleets; it just can't model every fighter warhead or do more than roughly approximate, meaning the damage of said weapons is a bit low-balled. (Quite frankly, in that system fighters are lethal enough as it is already, so you'd have to significantly uprate the starships entirely to even that out.)
But again, this was because I was forgetting my own rules that a game is always an imperfect simulation of the "real" world and that you can't and shouldn't always back-work game stats.
(The "Locust can pull 12g" is another example of that, actually (because any assumptions you make to get acceleration are foiled by the fact that they then won't fit the game mechanics and scale you've already got, I did so idle thinkign yesterday, but I won't ramble on about that, I've blithered enough already today; suffice it to say that before you even start, you physically cannot be moving at 129kph (12 MP) and do a 360º turn inside a 30-hex (a 94m circumference 2πr) in exactly 10 ten seconds. Because to do so you're moving 36m/s (and a smaller radius just means you have less distance to cover in 10s which means you have to be moving SLOWER) which torpedoes any assumptions you can make about acceleration from which to calculate g-force. If you can cover it in less than 10 seconds, Locust should be able to move a hex, to do it in 10 seconds, you have to be moving at 9.4m/s (33.8kph), which is a centripetal acceleration of 5.89ms² (a bit over half a g). In short, you can't use BattleTech 2 MP to change facing by 60º to calculate centripetal force because it just doesn't match up with the ground, scale and time constraints of the mechanics. By linear acceleration, any value you choose (0-129kph in 10s? 0 to 129kph in 1s over less than a hex?) doesn't then fit with either the turning behavior or the distance it moves; one or the other or both would be wrong. (And even if you mangled the maths to get something like for the locust, you then won't get it to match anything else.)
(Crap, I did go over most of it, actually... *sigh*)
But my point is, becaue BattleTech has to be PLAYABLE without a twenty-year-old engineering degree and without being slower than it already IS, the movement mechanics aren't intended to be a realistic simulation. Which is fine, but while you can derive some simple stats from it (max speeds by ground scale per turn), as it doesn't follow the laws of physics, you
can't get accurate fagpacket calculations of stuff like that because it just doesn't WORK like that. Your accuracy of an equation is only as good as the least accurate component and for that particular thing, you're starting from, basically, a foundation that is nonsense.
This isn't a dengration of BT mechanics by any means - you will get exactly the same BS from trying to apply given D&D rules as the actual physics of the world. Which is why I always say "imperfect simulation."
Right, now I really, really, REALLY have rambled enough and I need to get on an put the decorations up and do some actual work. (Even if that likely means "compiling a list of navy prefixes the Shipyards powers use, because I forgot entirely to mention it before" which is work technically.)
We do still have this problem sadly. Like ac5s on a wolverine are 80mm yet ac5s on Marauders are 120mm, but ac5 ammo can be salvaged from one onto the other. I think this is why they stopped talking about guns as much, cause they goofed giving stats that you can demonstrate don't mix, but they don't want to retcon any fluff. The big offender is the space ac5 versus the ground ac5 being the same gun, but the scale for space stuff is all hilariously wrong down to the dimensions of the ships.
You mention the clan vehicles, but my big pet peeve is rocket launchers. They stick these giant comically oversized rocket launchers on everything, when a hydra 19 pod is pretty small. The rockets are like 20 times bigger cause the want to "model each tube" so its visible on a tiny scale model... But then it looks super dumb to me with all these comically oversized missiles.
Edit, dammit:
Counter-example: TOS-1 or HIMARs/MLRS.
I have some sympathy with them to an extent (the modellers at least), since at 144th scale, I have to oversize stuff like MGs to at least 1mm to be printable (so 15cm barrels) - but I'm working with models twice BT's scale, where proportionally, you have more room for it not to look entirely out of place. So I can make a reasonable arguement that you don't want to make the weapon systems invisible, as they should be at 6mm, where strictly even big guns shouldn't be more than 1mm (28.5 to 30cm barrel depending whether you care about whether it;s 285/286/288/300th).
[1]Necessary because talking about things in general compartives was becoming excruciating. Social experiment: do technical fluff for a BattleMech without making reference to the units of speed or engine size or armour tonnage. Now repeat that a hundred times without having to fall back on the same compartive guff.