Jump to content

Speed & Heat


19 replies to this topic

Poll: more heat -> lower Speed (19 member(s) have cast votes)

should speed be affected by Heat as mentioned in the text?

  1. Yes, Version A please (5 votes [26.32%] - View)

    Percentage of vote: 26.32%

  2. Yes, Version B please (11 votes [57.89%] - View)

    Percentage of vote: 57.89%

  3. Yes, but Speed should be reduced to ZERO at 99% Heat (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. No, I want my 6 PPC 99% Heat Stalker (3 votes [15.79%] - View)

    Percentage of vote: 15.79%

Vote Guests cannot vote

#1 Toolan

    Member

  • PipPipPipPipPip
  • Big Brother
  • Big Brother
  • 179 posts
  • LocationGermany, Lower Saxony

Posted 09 April 2013 - 09:27 AM

Ok, first my english writing is not very good, but I hope you can understand:
this days I often read : buff Heatsinks, I allways shut down with my 6 PPC and I think: where is my real Heat-MANAGEMENT? I only have to be under 100% heat and everything is fine, but Heat isn't only on/off EngineIn TT (yeah I know, bad word) Heat is also speed and Aim. Lets think about speed:
what if
Version A
Heat > 50% -> Speed down to 90% max speed (not really bad)
Heat > 75% -> Speed down to 60% max Speed (oookay, that begins to hurt)
Heat > 90% -> Speed down to 40% max Speed (ouch)
this is easy to implement I think

or Version B
every %-point of heat above 50 lowers your speed
51% - 99%
...
75% - 75%
...
90% - 60%
much more difficult I think

I hope you understand my point and for your info: most of my mechs have energy-weapons

Edited by Toolan, 20 April 2013 - 02:48 AM.


#2 Viper CCCP

    Member

  • Pip
  • 14 posts

Posted 11 April 2013 - 10:42 AM

I like this idea

#3 Neolisk

    Member

  • PipPipPipPipPipPipPip
  • 547 posts
  • LocationMississauga, ON

Posted 11 April 2013 - 10:54 AM

Sounds interesting. Please add a poll.

#4 Hotthedd

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • 3,213 posts
  • LocationDixie

Posted 11 April 2013 - 04:42 PM

This. If there were scaling heat penalties to speed/torso twist/arm movement/aiming speed/convergence, then we could actually have DOUBLE heat sinks.

#5 Karl Streiger

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 20,369 posts
  • LocationBlack Dot in a Sea of Blue

Posted 12 April 2013 - 12:48 AM

In general a good idea. But you have to consider that light mechs are crippled more.
A Jenner with 6MLAS on slasher run will have more issues with that.
A big bad Stalker or Awesome...they hardly need that movement speed.

So the heat shoud affect...torso twist rate, turn rate and acc and decelartaion too.

So the Jenner come in with full speed...friring its laser....and speed is faiding - mech got slower - but he can still hit the jjs to get out - because its legs are hardly able to carry him out of danger in short time.

The Stalker...only 2steps from the next cover...stood still - aim fire a Alpha Strike virtually destroying any but the most heavy armored targets...but now movement back into cover should be a serious issue - reducing of top speed will not affect him that much.

Hm. maybe a random step at high heat could be implemented too...making piloting much more difficult at full heat

Edited by Karl Streiger, 12 April 2013 - 12:49 AM.


#6 Toolan

    Member

  • PipPipPipPipPip
  • Big Brother
  • Big Brother
  • 179 posts
  • LocationGermany, Lower Saxony

Posted 20 April 2013 - 02:39 AM

40% of 54kph are 21,6 ...and this affects your turning rate too so two steps from the next cover can be very long.

remember, in TT you loose moving Point down to zero, so high speed Mechs still can move while slow meechs stand still for a while

#7 Troutmonkey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,776 posts
  • LocationAdelaide, Australia

Posted 20 April 2013 - 05:51 AM

I run Jenners with MPL.

My "Alpha" generates 25% heat. I normally brawl for a bit until my heat builds up and then break away while I cool.
Your system would abosolutely cripple my Jenner, while your 6 PPC stalker remains relatively unnaffected - it doesn't need that movement speed to survive.

Any heat penalties should be about gaining 50% are more heat within a 1 second period, which only hurts high heat alpha strike mechs.

#8 Toolan

    Member

  • PipPipPipPipPip
  • Big Brother
  • Big Brother
  • 179 posts
  • LocationGermany, Lower Saxony

Posted 21 April 2013 - 07:21 AM

ok, remember the mechanic: Heat affects speed, so when you use high heat weapon (like my 4 LPL) you end as a static target.
THIS IS WHAT WANT. Manage your heat - manage your Game, ATM I run at 75-90% Heat all the time and i have not to look at. Thats awfully wrong

#9 Nebelfeuer

    Member

  • PipPipPipPipPipPip
  • 302 posts

Posted 21 April 2013 - 07:34 AM

Yes,pls!

#10 Bobzilla

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,003 posts
  • LocationEarth

Posted 21 April 2013 - 07:43 AM

I think the speed is a good idea compaired to what we have now, but the faster your top speed, the more it affects you. And the faster your top speed, the more dependant you are on manoverability.

Heat affecting, only torso-twist or arm movement, would have the same affect but be more fair accross the board. Or affecting Hud/sensors.

#11 Macheiron

    Member

  • PipPipPip
  • The Spear
  • The Spear
  • 86 posts
  • LocationAnnapolis, MD

Posted 21 April 2013 - 11:02 AM

Based on what has been said here, I propose simulating a lower engine rating based on heat level. I'm uncertain what the scaling would/should be, but that would cover speed and torso/arm mobility.

#12 Hotthedd

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • 3,213 posts
  • LocationDixie

Posted 21 April 2013 - 12:50 PM

View PostBobzilla, on 21 April 2013 - 07:43 AM, said:

I think the speed is a good idea compaired to what we have now, but the faster your top speed, the more it affects you. And the faster your top speed, the more dependant you are on manoverability.

Heat affecting, only torso-twist or arm movement, would have the same affect but be more fair accross the board. Or affecting Hud/sensors.


It should affect speed, torso twist, ammo (could explode), convergence of weapons, arm movement speed, and sensors. There is no mech build that does not rely on at least one of these things. Sure, light pilots would not be able to alpha without taking a risk, but that would be a GOOD thing. Pilots will have to learn to adapt or die.

#13 Renthrak

    Member

  • PipPipPipPipPipPipPip
  • 902 posts

Posted 21 April 2013 - 05:20 PM

I voted for B, but I would prefer to start at half of that value and work up.

Above 50% heat = 1% speed loss for 2 points of heat.
Above 70% heat = 1% speed loss for 1 point of heat.
Above 90% heat = 2% speed loss for 1 point of heat.

On that scale, your maximum speed would be reduced by 50% if you are operating above 100% with override.

#14 Circles End

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 225 posts
  • LocationSol III, Northern hemisphere, Denmark

Posted 22 April 2013 - 04:57 AM

Another option could be to just subtract a flat 1 km/h per % of heat above 50 (as an initial idea. threshold subject to change if it proved too high/low). This would mean that fast mechs could still get away, but at a limited capacity, and slow mechs would suffer harder from this.
Ie. a hex-PPC stalker would be reduce to ~20-ish km/h at 80% heat with this model which I suspect is after the first volley.

#15 Bobzilla

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,003 posts
  • LocationEarth

Posted 22 April 2013 - 08:28 AM

View PostHotthedd, on 21 April 2013 - 12:50 PM, said:


It should affect speed, torso twist, ammo (could explode), convergence of weapons, arm movement speed, and sensors. There is no mech build that does not rely on at least one of these things. Sure, light pilots would not be able to alpha without taking a risk, but that would be a GOOD thing. Pilots will have to learn to adapt or die.


Oh I think all these things should be affected. But with current high alpha builds, lights would stand no chance with speed penalties. An atlas is still somewhat affective with only one leg, a ravin with one leg will die in less than a second.

#16 Lars Widstrom

    Member

  • Pip
  • 10 posts

Posted 22 April 2013 - 08:58 AM

I don't see how this wouldn't unfairly penalize light mechs. I think a much better suggestion would be heat damage for overriding shut-down, which has been mentioned on other posts. And IMO a 6-PPC Stalker has no right to be complaining about heat management.

#17 Theodor Kling

    Member

  • PipPipPipPipPipPipPip
  • 604 posts

Posted 22 April 2013 - 09:10 AM

View PostHotthedd, on 21 April 2013 - 12:50 PM, said:


It should affect speed, torso twist, ammo (could explode), convergence of weapons, arm movement speed, and sensors. There is no mech build that does not rely on at least one of these things. Sure, light pilots would not be able to alpha without taking a risk, but that would be a GOOD thing. Pilots will have to learn to adapt or die.

Amen(or Seyla)!
I pilot mostly lights ( Commandos to be precise), and this would help making lights what they are supposed to be: scouts and harassers. As it is I can kill assaults one onone ,sometimes heavies, because I never slow down enough for them to target me. Teamplay helps of course, once his friends show up .. :(

Edit: Speed ( and all other) penalties would also make flamers a more interesting weapon.

Edited by Theodor Kling, 22 April 2013 - 10:00 AM.


#18 Mokou

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 417 posts

Posted 22 April 2013 - 10:00 AM

Say goodbye to light mechs.
I think:
Heat <90% = 100% speed; heat 90%->100% 100%->0% speed, looks more fair.
Or 0%->90% heat = 100%->90% speed; heat 90%->100% = 90%->0% speed.
Otherwise light mechs will be useless.

#19 Hotthedd

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • 3,213 posts
  • LocationDixie

Posted 22 April 2013 - 12:25 PM

View PostBobzilla, on 22 April 2013 - 08:28 AM, said:


Oh I think all these things should be affected. But with current high alpha builds, lights would stand no chance with speed penalties. An atlas is still somewhat affective with only one leg, a ravin with one leg will die in less than a second.


I primarily play Ravens and Jenners. To be more correct, your post should say: "lights would stand no chance BRAWLING with speed penalties. (And I have been in a legged Raven, last guy alive, and taken out 3 enemy to win the game)

#20 Theodor Kling

    Member

  • PipPipPipPipPipPipPip
  • 604 posts

Posted 22 April 2013 - 02:50 PM

View PostHotthedd, on 22 April 2013 - 12:25 PM, said:

To be more correct, your post should say: "lights would stand no chance BRAWLING with speed penalties.

Which was not supposed to be their job to beginwith.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users