Joseph Mallan, on 26 March 2013 - 08:23 AM, said:
Of course I do. I've been making these choices for 30 years!

But the fact is it is a choice some players want to have to make. That doubles are better is not the point. The point is some players want the choice, having the choice does not detract from the game,
That is not the case. It
does detract from the game, because it is still a noob trap. It is not like any of the other decisions you make, where both choices may have good or negative consequences. It's always a worse choice. But the new player doesn't know,and wastes time, effort and virtual currency on it. And if he's getting frustrated enough, it's a player less for the game, one plaer less to spend money on MC, one player less other players can fight with, it's another mouth that might speak negatively about the game.
If there was a clear gameplay perk due to it (like FPS is better for immersion, ensures that certain play styles do not dominate), then that might be acceptable, but it isn't.
Zabnicki said:
I'm too lazy to read all the posts so this is for the OP.
While understandable, you probably missed quite a few important points and thus are likely to add nothing to the discussion except another circular argumentation .
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One of the biggest things to learn in this game is heat management. It is integral to Battletech on the table and Mechwarrior Online. It keeps that guy with the 4 or more PPC's from constantly spamming alphas, It forces you and everyone else to decide weather or not it is wise to Alpha high-heat weapons or to chain fire them. DHS drain more heat per second sure but, have the drawback of triple the space that could have been used for other parts/weapons/doodads. I got a few mechs that have only SHS in them and they work fine as I group weapons by ranges and I'm not constantly alpha striking throughout the match.
The biggest thing to learn about heat management in MW:O is:
It does not discourage alpha strikes.
Heat Capacity is usually much higher than the abilility of a mech to alpha. Heat dissipation is on the other hand so low that you can have the capability to alpha strikes 3 times, but someone chain.firing will not be able to keep firing much longer than someone that alphas all the time, and by the time either player overheats, they have dealt the same damage - but the alpha striker did it in less time than the chain-firer.
It could be different with a system with a lower capacity but a higher dissipation, but this isn't true for MW:O.
Basically, chain-firing is a bit like "conserving ammo" by not shooting the weapon when you could hit the target and deal full damage, but don't. If you fight someone that doesn't conserve ammo like this, he simply outdamages you - maybe he's out of ammo then, but you're dead and the ammo you have conserved lies useless in your wreck.
Chain-FIring should not be about conserving ammo, but about ensuring your weapon stays functional and doesn't jam or overheat, so t hat in the end - you might shoot slower than the alpha-striker, but the alpha.-striker has constantly jams so he loses effective damage output in the end. And the choice between chain-fire and alpha-strikes becomes situational - if you only have a brief moment to shoot, alpha away, but if you need to survive a prolonged engagement, chain-fire.
The interesting decision will be about identifying the situations where it's better to chain-fire, and where it's better to alpha.