What doesn't help much is that there isn't actually anything at all that teaches good tactics. Even in this thread the only examples are beating someone until they learn it the hard way, which don't get me wrong is improvement but it's largely improvement against that person's personal tactics and can be entirely incidental to getting better at the game of BattleTech.
When I teach new players, I teach them the following:
1) Never let an enemy get in your back.
1a) Your armour is thinner there.
1b) If you get behind someone, one hex back, and to one side, you dictate which arm they can shoot at you with
if they are not an arm-flip 'Mech
2) Speed is Life.
1a) The faster you move, the more you can control the range of combat.
2a) The more hexes you move, the harder you are to hit.
3) Heat is a resource.
1a) Plan your heat, so you know when you need to cool down.
2a) Sometimes, shutting yourself down/crippling yourself with heat is worth it to get a kill shot.
4) Position and facing matter.
4a) Present less damaged side arcs towards your enemy to distribute damage.
4b) Use partial Cover to protect your legs, especially as two of the most common results after the torsos hit
the legs.
I'm not sure how 10 movement is any different than hitting any other break point in TMM modifiers.
MASC as a whole, or TSM or JJ, AFAIK all charge you for constant use which isn't a very realistic modifier.
But charging you for having a higher TMM is a good thing in terms of balance.
It's just how they implemented that, that is the issue.
Exactly. Treating it the same as the cost of hitting a 10 TMM base is a hugely flawed way of handling it, and does not take in to account when you are not using it. Same as paying for full price MASC and Jump Jets when you are never going to use both at the same time. They are over priced in BV2.
Where are you coming up with 40% PS BV for being a Quad?
Why does the Ostscout have to retreat after taking 1 point of damage?
Quads get a -2 to their pilot rolls, so should have to pay a similar cost to improving their pilot skill by 2, in theory.
As for why the "I only have a TAG" OstScout needs to retreat after taking 1 point of damage: Force Withdrawal rules. Once it takes that single point of damage, you check, and it is considered crippled as it has no weapons that total up to inflict 5+ points of damage, so is considered "Crippled" and kicks in the Forced Withdrawal rule for it.
The value of C3 was a bit too low in BV1 but they OVER compensated for BV2, but there is no denying that C3 is a useful tool. ECM or not.
C3 is a useful tool...but is it worth an assault 'mech in a level 2 or light 'mechs? Also, there is no difference in the BV cost for c3i and standard C3 using a master, even though the first is only negated at the destruction of the last unit, and the second is taken out by killing a single 'mech.
As for allowing ECCM as a player. You don't get the game played if you don't.
Or the C3 player chooses a different force. This is outside the scope of BV discussion really.
ECCM should be in the core (TW) rules. It is one of the simplest of the so-called advanced rules, and *FIRE* is in the core(TW) rules! As it is, ECCM is an Advanced Rule, and therefore something both sides need to agree on. Note: C3 can still work with ECM on the board, you just have to plan things out a little differently...but having ECCM rules makes it easier.