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Put Weapon Cool Down Times Back To Table Top?


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Poll: Weapon cooldown times back to TT. (64 member(s) have cast votes)

Put weapon cooldown times back to the Table Top.

  1. Yes. (18 votes [28.12%] - View)

    Percentage of vote: 28.12%

  2. No. (45 votes [70.31%] - View)

    Percentage of vote: 70.31%

  3. Abstain. (1 votes [1.56%] - View)

    Percentage of vote: 1.56%

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#1 SteelJaws

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Posted 09 March 2013 - 10:59 AM

As the topic states.

Just came from a thread where people were complaining that the matches are too quick now, and we need to double the armor (making it x4 now) I suggested going back to the original weapon cool down times, which would slow the game down as everything is currently 3-4 seconds on a cool down.

A PPC or Gauss generally sits at 10-12 seconds for cool down, if you had to wait that long for it to recharge or reload people wouldn't boat them as much.

#2 Oppresor

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Posted 09 March 2013 - 11:18 AM

The table top versions were a long time before I joined at MW3, but I understand the principles having been given a really good intro to Warhammer 40,000 by some really dedicated guys and gals.

I like your idea, its true to canon and would introduce a whole new dynamic to MWO. The MechWarriors would have to really consider when to cut loose with the heat hungry long range weapons; as an aside, it would also lend itself to the latest development of Coolant. There would be situations where the only realistic option would be to flush, which of course will cost MC or C-bills. I think PGI would find this interesting as a way of making money.

Mission times would naturally extend and combined with the new larger maps like the Alpine scenario we would get what we have been asking for for so long.

#3 Deathlike

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Posted 09 March 2013 - 11:21 AM

Yes, just ignore weapons that are useful and make them fire at rate of a snorefest.

Weapons that don't fire often enough slows down game action dramatically and can make certain weapons far more undesirable. I have always felt this way with ERPPCs in MW4 for that very reason alone. Plus you have to actually rebalance them all (damage especially)... cooldown is important, but DPS starts to become incredibly important.

Edited by Deathlike, 09 March 2013 - 11:22 AM.


#4 Featherwood

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Posted 10 March 2013 - 07:33 AM

I see longer cooldowns as a factor leading to more complicated tactical fights, pilots would be forced to use cover advantage and carefully think when to shoot. Negative side and my greatest concern is that different kinds of boats could win from long CDs. That makes me want hardpoint system rewamp even more.

#5 kiltymonroe

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Posted 10 March 2013 - 07:46 AM

A turn in TT represents 10 seconds, so everything would have a 10 second cooldown. Which is dumb as hell.

#6 Noth

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Posted 10 March 2013 - 07:50 AM

View PostFeatherwood, on 10 March 2013 - 07:33 AM, said:

I see longer cooldowns as a factor leading to more complicated tactical fights, pilots would be forced to use cover advantage and carefully think when to shoot. Negative side and my greatest concern is that different kinds of boats could win from long CDs. That makes me want hardpoint system rewamp even more.


You'd start to see even more jump snipers because they are the kings of popping in and out of cover to shoot. That is really all that would change.

#7 IceSerpent

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Posted 10 March 2013 - 08:47 AM

View Postkiltymonroe, on 10 March 2013 - 07:46 AM, said:

A turn in TT represents 10 seconds, so everything would have a 10 second cooldown. Which is dumb as hell.


This can be very easily fixed by changing damage, heat, and ammo per ton values proportionally. I.e. a medium laser does 5 dmg and generates 3 heat per 10s. If I want it to fire every 2s (5 shots per 10s), it should do 1 dmg and generate 0.6 heat per shot. If I want an LRM20 fire every 5s (2 shots per 10s), it should do 10 dmg and generate 3 heat per shot, and I need to increase the number of reloads per ton from 6 to 12.

#8 Corvus Antaka

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Posted 10 March 2013 - 12:02 PM

I think cooldown times have a solid balance right now. Good pacing between shots to keep the action flowing.

If anything I suggest more heat to curb DPS, RoF and massive alpha strikes over and over.

#9 Alois Hammer

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Posted 10 March 2013 - 12:09 PM

View Postkiltymonroe, on 10 March 2013 - 07:46 AM, said:

A turn in TT represents 10 seconds, so everything would have a 10 second cooldown. Which is dumb as hell.


Yup. 100% sofaking we Todd did.

#10 Dirus Nigh

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Posted 10 March 2013 - 04:45 PM

Cool down times are already close to table top. Ever read the Solaris VII rules set?

#11 Stormwolf

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Posted 11 March 2013 - 12:30 AM

They should make the heatsink cooling the same as the longest weapon cooldown, most stockbuilds will become useful again that way.

#12 Karl Streiger

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Posted 11 March 2013 - 01:58 AM

View PostDirus Nigh, on 10 March 2013 - 04:45 PM, said:

Cool down times are already close to table top. Ever read the Solaris VII rules set?

Sry...I know that I'm not polite now: But have you?
The PPC has a cool down of 3 rounds means in every 4th round the PPC can be fired means 1 shot per 10sec intervall.
The AC 5 and AC 10 have the same cool down...of firing every 2nd round - effective cooldown of 5secs

Same goes with every weapon - a much slower rate of fire.

The incredible high RoF and the stub of a heat system in MWO are a problem. That is a fact.
As Stromwolf mentioned it would be nice to be able to fire a weapon faster but only for the price of more heat.
For example your mech runs cool when you fire 3 PPCs each 10secs. But of course you can fire them every 5 seconds...but the heat burden has to disable your mech. (For example they produce for each second below the recommended fire rate 10% more heat)

#13 Dirus Nigh

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Posted 11 March 2013 - 03:03 AM

View PostKarl Streiger, on 11 March 2013 - 01:58 AM, said:

Sry...I know that I'm not polite now: But have you?



Don't bother saying "sry" about being impolite when you damn well know you don't care that you are being rude.

#14 zverofaust

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Posted 11 March 2013 - 03:10 AM

That would be boring to play. I like spazzing out a ridiculous amount of firepower. Rate of fire isn't really an issue at all and it wouldn't really do much. Current metagame is all about high damage alpha strikes.

#15 Karl Streiger

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Posted 11 March 2013 - 04:18 AM

View Postzverofaust, on 11 March 2013 - 03:10 AM, said:

That would be boring to play. I like spazzing out a ridiculous amount of firepower. Rate of fire isn't really an issue at all and it wouldn't really do much. Current metagame is all about high damage alpha strikes.

Well don't say that. Actually my Atlas is able to use its primary weapons for constant firing of 30secs. Enough damage to tear two assaults apart.

The Question i have quotet: was polite as it was right. - (none of those)

View PostDirus Nigh, on 10 March 2013 - 04:45 PM, said:

Ever read the Solaris VII rules set?

View PostDirus Nigh, on 11 March 2013 - 03:03 AM, said:

Don't bother saying "sry" about being impolite when you damn well know you don't care that you are being rude.

While rude I'm questioning your knowlege of Solaris VII rules. Because:
the slowest weapon cycle in MWO could be compared with the weapon cycle of 1 in Solaris...
AC 20 in MWO fires as fast as a AC 10 in Solaris
the PPC in MWO fires as fast as a AC 2 in Solaris
the fastest MWO weapon (without MG) is the AC 2 and its cycle time is 5times faster as it is in Solaris

#16 Livewyr

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Posted 26 April 2013 - 04:05 AM

Even longer cooldown on weapons?

Guess I'd have more time for my JJ's to recharge before jumping again.

#17 Karl Streiger

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Posted 26 April 2013 - 04:24 AM

View PostLivewyr, on 26 April 2013 - 04:05 AM, said:

Even longer cooldown on weapons?

Guess I'd have more time for my JJ's to recharge before jumping again.


Well your jump jets will carry you at lager distances...maybe full 120m for the 3D Pract?
I think 10sec at all is a little bit to long - but the game could really need slower firing weapons....

#18 ssm

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Posted 26 April 2013 - 04:27 AM

- Alpha
- 10 seconds dancing around, making intimidating gestures
- Alpha
[repeat]

#19 Karl Streiger

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Posted 26 April 2013 - 04:34 AM

View Postssm, on 26 April 2013 - 04:27 AM, said:

- Alpha
- 10 seconds dancing around, making intimidating gestures
- Alpha
[repeat]

Of course you have to modify the heat levels...

Alpha....
BAD THINGS HAPPEN
10sec waiting
Alpha
REALLY BAD THING HAVE HAPPEND
Now you are dead

So you have to carefully watch at your heat levels.... and consider you didn't alpha striked....and you opponent did...could you immagine how he feels when you are carefully aiming and place each shot for another in the target,




But I'm still asking myself how the topic could have appeard after nearly 2 Months... and i knew that Livewyr posted after the topic appeard at page one.......

#20 Joseph Mallan

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Posted 26 April 2013 - 04:44 AM

TT Cool down wasn't as long as the fluff said it was. Heat sinks need to vent faster. 5 seconds would be fast enough. You can fire at better cyclics and still worry about overheating cause the weapons cycle just a bit faster. These are by far the crappiest war machines I have ever seen.





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