Siilk, on 10 April 2012 - 02:08 AM, said:
Again, you seem to react without actually understanding what I was saying. Pleas, read this carefully and think about what TT round is.
Its going to be really hard to have an intelligent conversation with you if you keep patronizing me. I read what you said. I understood it. Just because I didn't agree doesn't mean that I didn't. Also, stop assuming that I don't know what a TT round is, and what the BT fluff states.
It is true that mech could start the round with 0 heat, fire some energy weapons and still be lest with 0 heat at the beginning of the next round. But that doesn't mean there is no heatspike. The heat that weapon produces when firing is a heatspike and it's up to heatsinks to manage it during 10 seconds of a round. It does not lasts, if heatsinks are there to dissipate it but it is there.
The first point is that functionally, DHS eliminate heat spikes in the TT rules. Heat generated-DHSx2 = residual heat.
The second point is that the part that I bolded, i.e. that conceptually
there is a heat spike is dead wrong and can be proven wrong with the example of the ERPPC. I refer you to the CBT heat scale reposted by Pht in this thread:
An ERPPC generates 15 heat. If there is a heat spike then the mech heats up to 15 heat and then the HS drain the heat away. If this was true, then the mech would have to make a avoid shutdown roll each and every time it fired a single ERPPC. So you see, you can't escape this with the whole "well mechs actually manage heat spikes with chainfire, so its consistent with TT" thing.
The fact that a mech with a single ERPPC and at least 8 DHS will never have to make a shutdown roll proves that the idea of heat spikes is conceptually wrong.
Even if mech alphastrikes in TT, weapons are not fired simultaneously, they are still fired one by one or in small groups during the while round.
A Hellstar from your example fires all PPCs in a round, but not simultaneously. They are fired one by one during 10 seconds of TT round, so heatsinks can do their job and drain the heat out of the reactor. So, to translate TT behaviour into real-time environment, Hellstar starts a 10-second interval at 0 heat, fires PPCs, one by one, waiting for heatspike to falloff and have enough time for it's heatsinks to cool it down back to 0 at the end of 10 seconds interval. That is pretty much what TT alphastrike is if looked at in real time.
The part that I've bolded here is the part that you're just completely making up.
Maybe you're getting it from the fiction, but I'm sure that if I cared enough I could go to my bookshelf, and find some example in one of the books where a mech alphas with a high-heat config (with alot of DHS) and doesn't immediately explode due to heat spike.
And that is worse that actually nerfing energy weapon damage? How so? Besides, I thing that with pinpoint accuracy and no ammo to be worried about, energy weapons would be ok with a bit of indirect heat-related nerf.
As others have already discussed in this thread, lasers will have the unique property of doming damage over time, just like in MWLL, while ACs appear to be a single projectile (concentrated damage) with travel time (mitigating factor). So lasers already have a mitigating factor for their instant hit properties, just like ACs have a mitigating factor for their damage concentration.
The second point is that, as I pointed out in the OP, laser weaponry, and MLs in particular, are absolutely foundational to CBT weapon balance (again, for repetition, MWO is heavily based on CBT, so CBT is relevant here). If you nerf MLs, you completely throw weapons balance. Just look at the mechs that have already been released: with the exception of the Awesome, they're all either built around MLs or use MLs to fill their configuration out.
Do not make the mistake of the MW4 dev team in nerfing MLs in reaction to MW3.
Why are you see it as a problem? 3 PPCs shouldn't be fires at the same time. You have to understand, this is not how alphastrike works in TT, so we don't have to make this possible. Quite the contrary, we must came up with a way to avoid such things.
RE part in bold: don't tell me how things work in TT. I know how things work in TT.
As I've shown, the idea of heat spikes is contradicted by the example of the single ERPPC, and the whole "well they're actually being fired in chains" is something you've made up in your own mind. Sure they CAN be ... but they don't HAVE to be.
Finally, why shouldn't 3xERPPCs be able to be fired at the same time? Also, if heat prevents 3xERPPC to be fired at once, it sure as hell won't prevent 3xGR (same if not more power) from being fired at once. If you rely on heat spikes to balance clusters, don't you see how this 1) nerfs energy weapons relative to balistics and 2) doesn't solve the problem as people will just shift to balistic-heavy mechs for massive alphas?
Edited by zorak ramone, 10 April 2012 - 07:06 AM.