Now, the devs have stated they want to stay reasonably close to TT as long as it doesn't make for a noticeably worse gaming experience. Here is one case where they did leave TT values and I think they left it so far behind that it itself became a worse gaming experience.
Right now, the game is to a large degree AlphaWarrior Online; like in previous titles, most weapons that are considered really good are really good because they can be used to get phat alphas.
This is how heat works in TT (simplified):
1. Every turn is 10 seconds. Each weapon is fired once per turn and causes it's heat. At end of turn, heat is reduced by 1 per single heatsink (2 per double heat sink).
2. If heat reaches 14, 18, 22, 26 or 30 heat the 'mech attempts to shut down. Shutdowns at lower heat than 30 can be overridden by the pilot to continue fighting (but there are penalties associated with this, such as dropping ~10 kph per five heat built up).
3. The hard heat threshold is 30; when you reach this, your engine shuts down, period. And have to wait until heat is back down to 14 to start up again.
This is how heat works in MWO:
1. The 10 second turn is split into 10 1-second increments. Rather than decreasing heat by 1 every 10 seconds, a standard heat sink reduces it by 0.1 every second (0.2 or 0.14 for DHS depending on placement).
2. There is no penalty for heat until you reach the heat threshold, and that threshold can be overridden (but you take internal damage).
3. The hard heat threshold is (with standard heat sinks) 30 + the number of heat sinks or (with DHS) 30 + 2*engine heat sinks + 1.4*extra heat sinks.
This means an average light 'mech with a 250 engine and DHS has a heat threshold of 50.
They also feared energy weapons would be overpowered, so they increased their heat (by about 1 for each weapon, some exceptions).
Now, I'm not saying we should go back to the TT values and penalties - fireing three medium lasers shouldn't drop you 20 kph. But what would happen if we simply took out the number of heat sinks from the heat threshold calculation, and returned the energy weapons to their lower TT values?
Your heat threshold is 30, simply. Go over that and you shut down. Fine-tuning weapon balance can be done with refiring speed as that isn't rooted at all in BT and can affect a lot of how a weapon plays out.
This would mean you can still bring a lot of weapons to bear at the same time, but if you do, you'll have to wait quite a time for them to cool down.
I think the following would change:
- There's no use in having a bazillion weapons usable in the same circumstances since you can't "stack" weapons as easily if they case heat. You can still alpha with 7 medium lasers but you'll nearly shut down from it and have to wait for them to reset. Thus, "boating" or high-alpha builds will be mainly snipers and assassins and can't take any prolonged fight.
- Snipers could still deal good damage but must wait longer between shots, unless using Gauss (due to this, gauss could need some cooldown increase).
- "Balanced" builds (those including different weapon types for different distances etc) would shine as they can use their heat at all ranges.
As an example, take the skillcat (note I'm NOT saying the skillcat is OP or whatever, it's an example of a single-purpose build that everyone knows. PLEASE don't turn this into a "skillcat is OP"/"skillcat is fine" thread). Currently a skillcat has a heat threshold of about 50. 6xSRM6 cause 24 heat, so it can do it's 90 alpha once, wait 4 sec (cooldown), 2nd alpha, wait 5 sec, 3rd alpha. With the new system, they can alpha once, then have to wait for 9 seconds, then can do a second alpha, then have to wait for 15 seconds for a third. They'll still be very dangerous assassins, and being ambushed by a skilled skillcat will still be hell, but it takes a lot more skill to use it, giving it a more fitting name.
However, the skillcat could drop two of those SRM-6 and a ton of ammo for two LRM-5, a ton of ammo (18 shots) and two extra DHS. This means they can engage enemies at any range, and when they get into combat they can do their alpha for 60, wait 4 sec (cooldown), 2nd alpha, wait 4.5 sec and do their 3rd alpha. Such a build is much more useful in a prolonged brawl, and has a ranged option, but doesn't have the true assassin skillz like the first one.
Now, this isn't a hard suggestion, but more of an idea on how to limit gameplay that apparently many don't like (due to the dozens of threads on issues related to alphas) that is up for discussion.
So, what are your thoughts?
EDIT: Removed incorrect statement of heat in relation to speed. Thanks Thontor and Bhael Fire for pointing this out.
Edited by Stringburka, 03 March 2013 - 04:33 AM.