Yokaiko, on 11 April 2013 - 09:10 AM, said:
Pretty good?
You mean when you were basically crazy to put a large laser or PPC on anything not an assault, and even then you didn't because if a fast mech closed on you, you would end up rear cored while you were over heated?
A lit bit of exaggeration there. But yes it kept the game honest, and raised the bar on skilled play. If you were the heavy/assault with a large damage high heat weapons, you were required to be more skilled to be successful because missing your shots and overheating meant you could shutdown and die to the faster lighter, low damage mechs.
Is this not how the game was originally designed to have a high skill cap for players wanting to drive heavy/assaults? IS that not how it was in canon? Did not only the best pilots in battletech get to drive the bigger mechs? It doenst now... any noob can drive those big mechs with big guns with little worry about heat or being skilled. With the introduction of DHS, the skill cap hit the floor.
Roland, on 11 April 2013 - 05:45 AM, said:
But that's the thing.. your metric of what constitutes a "heat efficient design" is misguided.
For instance, the Awesome you described is heat efficient... but being heat efficient doesn't mean you can fire all of the weapons as fast as they recycle. This is mainly because they all recycle very fast, and do a huge amount of damage.
For a given "heat neutral" configuration from TT, you can fire at an equal rate to TT and be heat neutral.. You just have the added capability to temporarily crank up your damage to a much higher rate, while running hotter than neutral.
Again, this is giving the pilot the ability to adjust his damage output on the fly, and it makes the game much better.
For instance, a PPC in MWO fires at a rate of 3.3 times the firing rate you'd have in TT... so, of course it generates more heat if you fire at that rate, because you're doing more than 3 times the damage.
If you want to run a given configuration in a heat neutral manner, you just need to fire the weapon less often. This is left up to you, as the pilot.
I understand this view, but I dont agree with it based on my experience playing MWO. I see it having the opposite effect than intended. Instead of making it harder to control your heat by firing faster a few times at the risk of shutting down, instead it just lets you kill enemy mechs faster, and once dead, you have all the time you need to cooldown before you burst kill the next enemy.
From your example... fire PPC once in 10 seconds to remain heat nuetral, or fire 3 times in ten seconds, and then wait for 10 seconds and your heat is gone again.
Where in TT in those 20 seconds you fire the PPC 2 times and remain heat nuetral
Where here in those 20 seconds you fire 3 times in the first 10 seconds, AND remain heat nuetral after cooling for ther next 10 seconds.
I believe there is enough pauses between combat for those kinds of builds to burst enemies down without having to worry about heat or... IE... the easy button for noobs. In other words... no heat management skill required.
The idea looks good on paper, but in practice has the wrong effect. This is why I say remove double heat sinks, and bring back heat management skills.
Edited by Teralitha, 11 April 2013 - 09:32 AM.