As a player since closed beta, and a long-time 'Mechwarrior fan, I've got to say my part on heat.
I'm throwing my hat into the ring after seeing the topic about heat scale ideas here:
http://mwomercs.com/...at-scale-ideas/
I'm going to keep posting about the heat scale, even though I have before, until something changes. The current state of heat in MechWarrior Online is simply not sustainable.
My idea is simple enough, and should eliminate the major issues with the current system.
1: Remove ghost heat. This mechanic is: Arbitrary as to what weapons generate what heat, confusing to new players, stagnant and unchanging with the meta (most of the time) and illogical.
2: Double Heatsinks now all have 2.0 dissipation but NO heat capacity. Currently, with only 1.4x dissipation for double heatsinks, lights get the short end of the stick if they can't mount a 250 rating engine or greater. If we need to pay 1.5 million flat-out for this, it should be worth it.
3: Single heatsinks now have 1.0 dissipation but HIGH heat capacity. This gives singles a niche. They allow for higher alphas, but slower re-fire rates. Gives singles a purpose.
3: Drop the heat capacity of all 'Mechs to 30 (currently at 60). As well, heatsinks would no longer add to this value, as they do now. This helps counter the previous changes, making boating a huge collection of energy weaponry much more difficult.
These changes promote:
1: Mixed weaponry, some high-heat, some lower heat. Ballistics, which generate more continuous heat, benefit from the increased dissipation, while laser-vomit suffers due to lower alpha-striking capability.
2: Increased TTK. Alpha-strikes get lowered in general. I understand, it's nice to have a 60+ alpha. However, this knocks TTK down significantly when a 'Mech is hit with a blast so large it dies near instantly. This means longer, more intense fights, with less insta-kills and more constant fighting rather than alpha-striking, hiding, waiting a while to cool off, then repeating.
3: Balance between IS and Clan. People constantly complain one way or the other about IS and clan balance, but this heat system really puts each one in their place. With Ultra-Autocannons, more weapons in general, ER lasers and more, clan 'Mechs run hotter. There is absolutely no doubt about it. Want to run a 2x LPL + 4x ER Medium Timber? That's 44 heat there on an alpha-strike. Not going to happen man. Guess mixed builds will be the new "meta".
The much cooler-running IS 'Mechs will have a leg up in that respect, helping to balance the two. It's not perfect, but it's clear it helps the IS, even if the clans have smaller double heatsinks.
OPTIONAL EXTRAS (TESTING REQUIRED, MAY BENEFIT BALANCE, MAY NOT, BE WARNED):
The above changes would go some way to fixing the heat system, but they can't fit everything. More changes are required to fully "fix" what I believe is broken with this game.
1: Jump-Jets become as powerful as they are in the lore. Right now, they're roughly 20% as powerful as they were in the lore. However, to balance this, they would generate significantly more heat, and the initial thrust would be quite powerful, so much so that JJ spamming (like on the Timberwolf) becomes impossible, you'll be flying up with a huge kick, rather than hovering.
This makes all 'Mechs with JJ's suddenly have a huge boost to mobility, as it should. However, falling damage and heat will keep this from being overly advantageous.
Pop-tarting you say? Well, here's the deal. With the heat cap dropped to 30, and increased heat with JJ's, pop-tarting with PPC's will be impossible. Due to the high speed you'll be going, even IS short-duration lasers aren't worth it. Gauss perhaps, but it won't be powerful enough to be any kind of issue.
Now that 2-ton investment per JJ on assaults is actually worth it. Whod've thought?
2: Make heat dissipate faster at higher temperatures. This is both scientifically accurate and allows 'Mechs to "Run hot" to an extent. Not much else to say, a very possible change.
3: Add penalties for running hot. Many people have suggested this, and I generally disagree with most (A chance of shut-down at 5%? What the heck man?), but some have the right idea.
As you go up in heat, top speed and maneuverability (arm actuation, torso twisting, etc) go down, while chance of ammo explosion goes up. As well as other things, such as malfunctioning electronics (ECM, BAP, your HUD, etc). All of these would need a lot of tweaking to get right. It would be a massive under-taking within itself. With the lower heat cap, I'm not sure it's necessary. If the heat cap isn't changed, however, this may be very viable/useful.
3: Laser weaponry doesn't get 2x max-range. Currently, lasers and ballistics do damage outside of their "ideal" range. While this is more realistic, it is a poor implementation. The problem is that most ballistics are are hard to hit anything with inside their ideal range, let alone out-side of it. This means that ballistics get literally nothing from this increased range. However, lasers, which are hit-scan and pinpoint (I'd discuss convergence somewhere else) take full advantage, which is yet another reason the laser-vomit meta is king right now.
I'll add more if I've forgotten anything, but I believe that is all.
Thank you all for reading this far! I hope you take the time to think it over and offer your thoughts.
If you think it's wrong, tell me why these changes would be bad. If you think they're good, tell me why you think these are good changes.
Thanks!
EDIT: Remove 2 vulgarities (they were censored anyways), fixed a few spelling/grammar issues, cleared up a few thoughts, and added the third optional change.
Edited by Night Thastus, 27 October 2015 - 04:18 PM.