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Convergence + Real Heat Sale = Game Fixed Forever


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#1 Sign

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Posted 26 April 2013 - 11:37 AM

There's been numerous discussions on Convergence, so not gonna say much about it. Other threads have most of the good ideas.

But there is something that many have asked for and that has never been touched by PGI for god knows what reasons: The simplified and plain Heat Scale.

Now, I agree that a 100% translation of turn based rules to real time is NOT the solution on most occasions, but the essential concept behind the heat scale is what prevents the horrendous boating-alpha-striking we see. Every Mechwarrior game devolved into boating/alphaing sooner or later because running hot carries no penalty whatsoever.

Giving penalties to accuracy, movement and other things due to heat gives player tactical hindrances and choices. Do I risk another alpha at the cost of lowered performance? Do I cool down so that I can reposition faster, or brawl it? These things add proper depth to the heat management instead of "HURR DUUR alpha till I shutdown, then alpha some more": As each shot would be potentially less dependable, thus less attractive; each alpha would take away some maneuvering too, so it's a two bladed knife. This rewards cautions weapon firing instead of button mashing.

As most hate cones of fire and random elements which really take away from the skill-based feeling, this should be tied to the Convergence Idea which is, I think, the proper solution for current metagame; instead of reducing accuracy or increasing spread/cone, reduce convergence rate/speed the hotter the mech runs.
This way you have a deterministic factor that influences your weapon fire the more heat you have accumulated, and that you can manage and compensate with good timing and skilled control (Holding the reticule on target longer so that weapons actually have time to converge at that range, as suggested elsewhere). No random elements whatsoever and keeps the spirit of the TT heat scale.

Add some speed/handling penalties along the heat scale, a minuscule ammo explosion chance at extreme heat, and this game may actually be what it was advertised as: A thinking person's shooter.

Please PGI... PLEASE seriously consider this. I feel that this has been avoided due to not being "fun"; a mechanic that only penalizes you, but the penalties need not be horrendous as to make the game un-fun. An extra 0.75s of convergence time at 90% heat doesn't sound "not fun" at all, but it's enough to influence a high speed battle. Same as, say, 15kph less speed at 90% heat. Significant, but not overkill.

Heck, perhaps weapon types should have different convergence speeds and have the penalty be % based, further accentuating their differences when running extra hot.

#2 Black Ivan

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Posted 26 April 2013 - 11:39 AM

Defintily an interesting idea. I like it.

#3 Lightfoot

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Posted 26 April 2013 - 11:56 AM

No to convergence and accuracy degradation. That's overkill and artificial. Sheesh, new players are having enough troubles as it is.

The heat scale needs a real cap. That's the way energy weapons are balanced. Otherwise you allow Mechs to carry 6xPPCs and we all have to listen to how OP'd the PPC is, when really it's because 6xPPC mechs never blow themselves up like they should when firing after an override start-up.

Edited by Lightfoot, 26 April 2013 - 12:02 PM.






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