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Why Not True Dhs And 30 Heat Treshold


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#61 Lily from animove

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Posted 19 January 2015 - 12:34 PM

View PostYokaiko, on 19 January 2015 - 12:05 PM, said:


No because in TT you subtracted the heatsinks from the heat generated and THEN applied it to the heat scale. Increasing the cap is the exact same thing.


no its not, because your TT step happens not in an instant its a sequence of things happening in 10 seconds.

#62 LordKnightFandragon

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Posted 19 January 2015 - 12:43 PM

View PostYokaiko, on 19 January 2015 - 12:05 PM, said:


No because in TT you subtracted the heatsinks from the heat generated and THEN applied it to the heat scale. Increasing the cap is the exact same thing.



So basically, if you fire 40 points of heat, your now 10 over the cap? But instead of instantly shuttingdown, like it should be, you instead get to have your heat instantly cool you of say, your 54 heat dissipation? so your back to 0?

When what it should be is, you fire 40 heat, shut down instantly, take core damage and wait until 1more turn when your heatsinks finally had the time to cool you off and your enemy has time to make you pay for over heating, then you turn back on...

#63 Shivaxi

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Posted 19 January 2015 - 01:30 PM

yes to this idea all the way. 30 heat capacity and getting rid of ghost heat would be the best thing for this game. It'd be mechwarrior again. We're not supposed to have these ridiculous high alpha builds boating all of the same weapons just to get the most out of an alpha. Mechs are supposed to have different weapons for different ranges and purposes, long range and short range, etc. and NOT fire them all at once. Hell even the cooldown times for certain weapons are ridiculously short like AC20's and PPC's and Gauss, which normally should have like a 6 to 8 second cool down. The most fun I ever had with this game was back in closed beta before double heat sinks and endo steel. You couldn't fit a lot of weapons and definitely couldn't fire them all with single heat sinks, brawling was awesome, you didn't die in 2 shots. it was more like MechWarrior than ever.

This 1 to 2 shotting crap through front CT without even overheating really needs to get out. It's like playing counterstrike instead of mechwarrior. I'd gladly sacrifice and give up all my laser vomit builds and dakka dire wolves and every other meta build to get true MechWarrior play style back. Bring some real battletech to this game. and FUN!

Edited by Shivaxi, 19 January 2015 - 01:37 PM.


#64 Yokaiko

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Posted 19 January 2015 - 01:39 PM

View PostLordKnightFandragon, on 19 January 2015 - 12:43 PM, said:



So basically, if you fire 40 points of heat, your now 10 over the cap? But instead of instantly shuttingdown, like it should be, you instead get to have your heat instantly cool you of say, your 54 heat dissipation? so your back to 0?

When what it should be is, you fire 40 heat, shut down instantly, take core damage and wait until 1more turn when your heatsinks finally had the time to cool you off and your enemy has time to make you pay for over heating, then you turn back on...


No if you had say 20 heatsinks, and you generated 30 heat, you would apply TEN to the heatscale.

This is why a stock AWS-8R was a beast

#65 kapusta11

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Posted 19 January 2015 - 01:52 PM

View PostYokaiko, on 19 January 2015 - 12:05 PM, said:


No because in TT you subtracted the heatsinks from the heat generated and THEN applied it to the heat scale. Increasing the cap is the exact same thing.


In TT heat cap is basically the amount of DHS x2, anything above goes directly to heat scale and even -1 MP is severe enough, especially for FPS game.

#66 Lily from animove

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Posted 19 January 2015 - 01:54 PM

View PostYokaiko, on 19 January 2015 - 01:39 PM, said:


No if you had say 20 heatsinks, and you generated 30 heat, you would apply TEN to the heatscale.

This is why a stock AWS-8R was a beast


yes but this is still what is happenign afetr 10 seconds.

in terms of earler MW games as well, you could not alpha those PPC's, your TT represents 10seconds.and after this tne seconds you have 10 heat left. that emans you porbably shot 2 PPC's at time 0, waited a few seconds until heta dissipated and fired another ppc. after the end of those 10 seconds you would have your 10 heat on the scale, and you would not have overheated but shot all the PPC's. the TT didn't had PPFLD, because every shot was a seperate dicerole. but we in our fist person shooter like game with perfect center pointing guns have the issue that we can put those 30dmg into the exact same spot by alphaing them. when the system now forces you to not fire all the weapons at once, the opponent movement and behavior will make it less likely to land all shots in the same section.

Edited by Lily from animove, 19 January 2015 - 01:54 PM.


#67 Yokaiko

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Posted 19 January 2015 - 02:11 PM

View PostLily from animove, on 19 January 2015 - 01:54 PM, said:


yes but this is still what is happenign afetr 10 seconds.

in terms of earler MW games as well, you could not alpha those PPC's, your TT represents 10seconds.and after this tne seconds you have 10 heat left. that emans you porbably shot 2 PPC's at time 0, waited a few seconds until heta dissipated and fired another ppc. after the end of those 10 seconds you would have your 10 heat on the scale, and you would not have overheated but shot all the PPC's. the TT didn't had PPFLD, because every shot was a seperate dicerole. but we in our fist person shooter like game with perfect center pointing guns have the issue that we can put those 30dmg into the exact same spot by alphaing them. when the system now forces you to not fire all the weapons at once, the opponent movement and behavior will make it less likely to land all shots in the same section.


The system already forces you to not fire all weapons at once for the most part.

.....so that Awesome -8Q, you could fire all three about 3-4 times before you started getting into heat issues, it had 28 SHS so for a PPC alpha it generated 2 heat total, before you could movement and envirnomental.

TWO

TWO heat for 3 PPCs

So you started to slow down after three alphas, and took hit penalties at 4, 7....that is 21 PPC shots before a shutdown check. Assuming you were standing still, walking and running generated heat as well.

#68 MauttyKoray

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Posted 19 January 2015 - 02:18 PM

View PostYokaiko, on 19 January 2015 - 12:05 PM, said:


No because in TT you subtracted the heatsinks from the heat generated and THEN applied it to the heat scale. Increasing the cap is the exact same thing.

No...its not. The way to convert TT heat dissipation to real time is thus:

EX: 20 DHS = 40 Heat Dissipation per turn
1 turn = 10 seconds
20 DHS = 4 Heat Dissipation per second

So you have a heat cap of 30, and dissipate 4 heat every second with 20 DHS, which is NOT common currently because its not needed with the bloated heat cap.

Lets say you Alpha 4 large IS lasers (and this is assuming that heat penalty mechanics in TT won't be added). You will generate 28 heat (just under cap) and require 7 seconds to dissipate that heat and fire all 4 again. That's TWICE the cooldown of the Large Laser.

Let's use a non-optimal 20 DHS mech, the Vindicator with 10 DHS (2 heat per second firing a PPC as fast as possible.

PPC 10 heat 4 second cooldown
Fire PPC - 10 heat
4 second cooldown - 2 heat
Fire PPC - 12 heat
4 second cooldown - 4 heat

and so on, so forth, which you can actually do right now because the bloated heat cap and armor mechanics allow you to fire like this and then disperse any excess heat when enemies duck behind cover. Now add in the M/SLas or the LRM 5 and heat builds faster. Changing the mechanics in this way will make the smaller weapons more viable while making the larger weapons a bigger trade off of damage for speed.

Let's go more complicated and move to an Adder Prime chain firing its ERPPCs halfway through the other's CD with 12 DHS, 2.4 HD/s

Fire ERPPC - 15 heat
2 second cooldown - 10.2 heat
Fire ERPPC - 25.2 heat
2 second cooldown - 21.7 heat
required 3 additional second cooldown - 14.5 heat
Fire ERPPC - 29.5 heat

Currently the Adder can Alpha its 2 CERPPCs without having to stop to cooldown (except for a small delay on mordor I believe). 15 damage ERPPC on the clan side seem a lot more fair with this mechanic huh?

These numbers are rough, not perfect, and require fine tuning for a real time implementation. However, the current bloated mechanics are most of the problem with the game right now and are the reason the quirks, which could be used to fine tune and make a mech's role prominent that we can't show through the base mechanics such as the Awesome's cooling system meant to support its PPC usage, have cause this insane upheaval of the mechanics beyond their already ridiculous point. Ghost Heat is nothing more than a failed attempt to de-bloat the heat mechanic, which is stupid compared to just returning to the original heat.

Edit:
Literally the ONLY reason we don't see this happening is because it would NERF HAMMER the high damage alpha pinpoint builds and MWO works with COMPETITIVE TEAMS to balance the game. Guess what they all use? Alpha Strike Builds...

Edited by MauttyKoray, 19 January 2015 - 02:32 PM.


#69 Yokaiko

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Posted 19 January 2015 - 03:18 PM

View PostMauttyKoray, on 19 January 2015 - 02:18 PM, said:


Edit:
Literally the ONLY reason we don't see this happening is because it would NERF HAMMER the high damage alpha pinpoint builds and MWO works with COMPETITIVE TEAMS to balance the game. Guess what they all use? Alpha Strike Builds...



You use big damage pin point builds because its the fastest way to take down a mech, period. It minimizes face time while optimizing the damage focus.

Your heat scale fix is just ghost heat up front instead of on the back-end, you ALREADY don't fire 4 large lasers at once because you catch a pile of ghost heat, so flip that around. Clans would lose the ability to fire 4 er-larges...at all.
......so three er-llas, with a 1.5 sec burn time.

.....not just no, hell no.

Edited by Yokaiko, 19 January 2015 - 03:19 PM.


#70 Y E O N N E

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Posted 19 January 2015 - 04:05 PM

I think a hard cap at 30 is too stiff for an action game. Rather, I'd rather a much more restrained form of scaling based on engine size, not number of heatsinks:

Engine Size 100-195 = 25
Engine Size 200-295 = 30
Engine Size 300-395 = 35
Engine Size 400 = 40

With full true-dubs and TT heat on the Medium/Small lasers, I think it prevents the smallest 'Mechs from indefinitely spamming away with incredible firepower for their size while also preventing the largest 'Mechs from being able to just core out everything in two quick shots. I think an AC-centric meta can be curtailed by switching all ACs to burst-fire of some form and adding recoil, leaving only PPCs and Gauss as outliers. PPCs already have heat, but need recoil. Gauss, on the other hand, will need something in addition to considerable recoil. Longer recharge, perhaps?

#71 Lily from animove

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Posted 19 January 2015 - 04:15 PM

View PostYokaiko, on 19 January 2015 - 03:18 PM, said:



You use big damage pin point builds because its the fastest way to take down a mech, period. It minimizes face time while optimizing the damage focus.

Your heat scale fix is just ghost heat up front instead of on the back-end, you ALREADY don't fire 4 large lasers at once because you catch a pile of ghost heat, so flip that around. Clans would lose the ability to fire 4 er-larges...at all.
......so three er-llas, with a 1.5 sec burn time.

.....not just no, hell no.


no it dos not do what ghost heat does, becasue serveral combination can circumvent ghostheat. and so you simply fire those 5 CERML and 2 LPL's

or you fire those 2 gauss and 8 CERML for the ultralpha. because you just can even with ghostheat.

Edited by Lily from animove, 19 January 2015 - 04:49 PM.


#72 Yokaiko

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Posted 19 January 2015 - 04:36 PM

View PostLily from animove, on 19 January 2015 - 04:15 PM, said:


no it dos not do what ghost ehat does, ebcasue serveral combination can circumvent ghostheat. and so you simply fore those 5 CERML and 2 LPL's

or you fire those 2 gauss and 8 CERML for the ultralpha. because you just can even with ghostheat.



Engrish mofo

DOOOOO YOOOOUU SPEAK IT.

#73 F4T 4L

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Posted 19 January 2015 - 04:44 PM

View PostYokaiko, on 19 January 2015 - 04:36 PM, said:



Engrish mofo

DOOOOO YOOOOUU SPEAK IT.


Deep breaths man ;)

Ghost heat works fine for me. IDC about TT though.

Actually I find the "but it would have been fine if you'd stuck to TT numbers" whine (largely from folk with zero experience building video games) incredibly amusing.

QQ moar TT whiners.

Edited by F4T 4L, 19 January 2015 - 04:45 PM.


#74 Yokaiko

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Posted 19 January 2015 - 04:48 PM

View PostF4T 4L, on 19 January 2015 - 04:44 PM, said:


Deep breaths man ;)

Ghost heat works fine for me. IDC about TT though.

Actually I find the "but it would have been fine if you'd stuck to TT numbers" whine (largely from folk with zero experience building video games) incredibly amusing.

QQ moar TT whiners.


TT never had convergence

AND pgi tripled the rate of fire.

......issue numero one and two right there.

#75 Lily from animove

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Posted 19 January 2015 - 04:51 PM

View PostYokaiko, on 19 January 2015 - 04:36 PM, said:

Engrish mofo

DOOOOO YOOOOUU SPEAK IT.



at least I am able to understand what the TT abstraction means and why your portation of it into a FPS would end into a one hit autowin point and click adventure.

#76 F4T 4L

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Posted 19 January 2015 - 05:14 PM

View PostYokaiko, on 19 January 2015 - 04:48 PM, said:


TT never had convergence

AND pgi tripled the rate of fire.

......issue numero one and two right there.


Right.. So if pgi had religiously followed TT conventions, and taken your advice when things got sticky, we'd have a much better game right now..

Sure. Wake up.

Edited by F4T 4L, 19 January 2015 - 05:14 PM.


#77 LordKnightFandragon

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Posted 19 January 2015 - 09:55 PM

View PostYokaiko, on 19 January 2015 - 04:48 PM, said:

TT never had convergence

AND pgi tripled the rate of fire.

......issue numero one and two right there.



Or did they? Cuz in 1 turn a mech moves, shoots, cools, reloads, applies and recovers from falls, trips, pilot rolls and all that jazz just inside of 10 seconds?

If anything, im sure the CD in MWO are alot slower then TT.......go 10s in MWO, move 4 hexes, aim, fire, reload and be back to 0 heat before 10s is up.

#78 MauttyKoray

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Posted 19 January 2015 - 10:59 PM

View PostF4T 4L, on 19 January 2015 - 04:44 PM, said:

Deep breaths man ;)

Ghost heat works fine for me. IDC about TT though.

Actually I find the "but it would have been fine if you'd stuck to TT numbers" whine (largely from folk with zero experience building video games) incredibly amusing.

QQ moar TT whiners.

How bout you QQ moar you closed minded ignorant? I have NEVER played TT before; not once in my life. I'm looking at the hard numbers from the rules and interpreting what seems correct going off Battletech books. I understand that the books do not spit out numbers, cooldowns, and turns, however I'm using them to picture what the game based upon a realtime translation of the TT rules would act out like. As it was stated, in 10 seconds, a mech moves, aims, fire, reloads/cools down weapons, and dissipates heat. EVERYONE against this argument is doing a flat "there's your heat, you 'nullify' x amount of it cause heatsinks and you only generate X amount" which is EXTREMELY wrong, or go on to say that it would only be ghost heat but without the weapon specific limits.

No no no no AND NO. The TT heat system would allow mechs to fire a weapon and dissipate the heat, fire and dissipate, or be able to fire multiple weapons and dissipate heat. Instead of just SMASHING the ALPHA button every single damn time, it makes the players choose which weapon to fire, at what time, depending on what heat they have, what range they're at, and what the most optimal delivery of damage would be.

Imagine this, I have a PPC, 2 ML, 2MPL, 1 AC5, and 1 LRM10 (bringing armor back towards original values would help too, and balancing it out from there to adjust for TTK)

My target is at 500m, so my ML and MPL are poor choices for weapons. I could probably sit there firing the PPC and AC5 quite often because it won't generate a huge amount of heat quickly enough to take me out of the fight to cool down (which would be quick depending on the number of heatsinks). The target closes into ML range and make the PPC a less reliable weapon in terms of damage for heat, so onto the AC5 and ML. At this point the AC5 has used a decent amount of ammo (in regards to reducing ammo count back down as well, which won't be an issue due to lower armor) and the target it closer, switching to alternating between the 2ML and 2MPL while keeping my heat down (fairly easy). Now, the target cuts its losses after much damage and begins running away. I return to PPC fire and once it gets a decent distance away begin using LRMs to attempt to finish the target once its out of visibility but still in the open.

You have to pace yourself, choosing what weapon best suits your engagement at the current range and allowing build diversity to sit in its place among Brawlers and Snipers (who could no longer just high damage alpha everything). The mech I continue to bring up that is a good example of one that would benefit and once again come back into being useful is the Vindicator. The stock build being 1 PPC, 1 MLas, 1 SLas, 1 LRM5, sure its not great but it could actually keep up a recognizable amount of damage in relation to other mechs. It would overall balance the game and while a meta would exist, it would include a far larger amount of mechs than the current system.

Edited by MauttyKoray, 19 January 2015 - 11:00 PM.


#79 Yokaiko

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Posted 19 January 2015 - 11:02 PM

View PostF4T 4L, on 19 January 2015 - 05:14 PM, said:

Right.. So if pgi had religiously followed TT conventions, and taken your advice when things got sticky, we'd have a much better game right now..

Sure. Wake up.



Where did I say that, I said CONVERGENCE and TRIPLE fireing rate were issues.

As long as I can put 30 points on one spot, guess what is going to happen.

#80 Matthias Malthias

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Posted 20 January 2015 - 03:09 AM

View PostF4T 4L, on 19 January 2015 - 05:14 PM, said:

Right.. So if pgi had religiously followed TT conventions, and taken your advice when things got sticky, we'd have a much better game right now..

Sure. Wake up.


F4T 4L brings up an interesting point in that it's practically impossible to fully "port" the mechanics of a game designed for table top into a video game without sacrificing some fidelity. Where I take issue with this is people taking that to the logical extreme and contending that "because it's impossible to get 100% fidelity of translation, let's throw everything out the window".

Whatever the case, it's clear that both Ghost Heat (to combat hugely bloated heatscale) and Quirks (to combat the consequences of massively bloated firing rate against unchanged TT dissipation) are bandaids upon a bandaid solution. Can we agree on this point at least? Hopefully yes.

Taking inspiration from TT mechanics as a basis upon which to attempt to shift the game into a different state (hopefully a better one) is no different from proposing an alternative mechanic. Arguing for a deflated heat capacity and increased dissipation is by no means "TT Purism"; it is an position that perhaps, maybe, that the baseline heat mechanics for MWO are just a little inflated.

The current heat mechanics encourage boating. Alpha Strikes are an opening salvo, never a last resort. The current quirk mechanics, even more so. Indeed, having different weapons optimised for every range is highly discouraged in MWO, because it reduces efficiency of tonnage due to quirk benefits not being applied; and it reduces the potential of PPFLD due to disparate recharge times/flight times/aiming requirements. One only needs to compare stock builds against Champion builds; or heck, the metamechs builds against stock builds. I contend that the quirkening didn't really introduce chassis diversity; it merely shifted what was top dog around; and that all quirk adjustments will do is simply balkanise new FOTMs instead of encouraging true diversity.

View PostYokaiko, on 19 January 2015 - 11:02 PM, said:



Where did I say that, I said CONVERGENCE and TRIPLE fireing rate were issues.

As long as I can put 30 points on one spot, guess what is going to happen.


This is also another good point. Zero convergence which is almost expected of shooters pose a problem in MWO, because the Mechwarrior games have always attempted to be more sim than straight FPS. Despite that, nearly all Mechwarrior games have featured zero convergence and in fact MWO has been the only game to date to really try to spread damage around by giving lasers burn time, Gauss travel time instead of hitscan and LRM/SRMs a good amount of scatter.

And yet it's still not enough. Despite all these measures, despite doubled armour and internal structure, it's still not enough. Because players can still put 30+ damage into that same spot, reliably.

A deflated heat cap will go some way towards pushing the energy component of that problem down; but as others have mentioned, dual AC20 and Gauss and massed lighter ACs like the triple AC5 Banshee can neatly sidestep these problems. People have mentioned needing to further nerf Ballistics in those circumstances, because massed Lasers will no longer have the heat efficiency to put that damage into one spot.

All this would be moot if dissipation were buffed, because all of a sudden those heat inefficient methods of damage become a lot more tenable. Firing 2 Large Lasers builds heat in all but the most quirked or undergunned mechs right now. With buffed dissipation, your heatscale would bounce up and down a lot more, but in the end, it may be that Lasers with sufficiently buffed dissipation rate would be flattened into the same kind of heat efficiency as Ballistics.

That being said, I'm a big believer in accommodating more playstyles. Having a hard cap of 30, no exceptions still leaves SHS out in the cold. It may be beneficial to therefore do the following:

Give SHS bonus heat capacity, but only slightly increased dissipation over current MWO baseline. Let's say, 0.5 bonus capacity per heatsink. Dissipation up to 0.15 from 0.1 HPS. In this new rubric, the SHS HBK-4P now has a heat cap of 0.5 x 23 + 30 = 41.5 capacity, and dissipation of 3.45 (0.15 x 23 = 3.45). Already, the 4P looks like a formidable striker; but it may alpha only once; and from there requires a lot of heat discipline.

Under DHS, we could give it no bonus heat capacity but truedubs; or even higher than truedubs. We'll do both 0.2 HPS/DHS and 0.25 HPS/DHS calculations:
0.2 HPS/DHS yields 30 heat capacity and 3.4 Dissipation. In this case, the SHS is actually superior to DHS, giving more dissipation (by 0.05 HPS) and ~30% higher heat capacity.
0.25 HPS/DHS yields 30 heat capacity and 4.25 Dissipation. This gives enough dissipation to group-fire 4ML, forever (4.08 HPS vs 4.25 HPS dissipated) and slowly build heat when firing 5ML (building 0.88 HPS per volley at 5.13HPS).

These are just some arbitrary numbers and in no way imply a balanced implementation; but it does pose some food for thought. What's interesting is that under both rubrics of SHS and DHS the maximum viable alpha has decreased significantly; but the maximum sustained group fire has gone up by a lot. Further tweaking is required but in my opinion if heat penalties like slowed mech movement/torso twist/arm slewing were put in at ~50-80% heat not even SHS "boats" could put out scary alphas because the effective heat range for which weapons can be safely group fired has been nerfed.

That "strikers" (strong group fire, weak sustain) and "brawlers" (weak group fire, strong sustain) can both be viable in different ways under this revised rubric as opposed to "everyone run DHS or shut down" hopefully demonstrates that even massed lasers can still have a role even if heat capacity were to go down. If anything, increasing dissipation would be the biggest buff to Energy weapons outside of reducing their heat generation through quirks; which merely give "bonus tonnage" to specific weapons and encourage boating.





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