However last night I paid more attention to heat and it's effect on game play, and I decided I was dead wrong.
Normally in most of my builds I run at about 10-40% heat for the beginning/middle of the match, then about 80-90% for the remainder.
But my playstyle does not change, it does not affect my tactics, my thought process, I merely register it as a 'stay below 100%' mathematical exercise.
That doesn't sound like much fun, does it?
Then I got to thinking, shouldn't it do much, much more?
IMO heat should do all of the following (and much more).
- affect mech responsiveness at all levels (speed, turning, jj's, time to fire).
- affect weapon accurancy (the anti-RNG folks are readying there pitchforks, but I'll explain my idea in a bit).
- affect module effeciency/speed
- affect cap rate
- affect different mechs differently (whooo, yep I said it!)
- The game pace is too fast, battles are too short, weapon damage is too high (but we should not reduce weapon damage or change armor/weapon values.
- certain mech chassis will always be inferior, therefore certain mech chassis will always be 'OP' (or at least better), this isn't a problem in itself except when PGI tries to fix it.
- PGI spends way too much time dicking with asset balancing, and it's not working, that time should be used in other areas.
- New players are learning to avoid heat, rather than understand it's importance and learn to respect/play with it (stop playing it with, you'll go blind).
Here are some of the positives about this approach.
- It allows people to more fully understand heat and appreciate why it is in the game
- it allows more immersive elements to be added in later on.
- It allows MORE TYPES OF CONSUMABLES TO BE SOLD TO PLAYERS (yes I know, but it's a business folks, they need to make money).
- It allows individual changes to assets instead of mass changes across the boards (I'll explain this as well, as the TT people are now joining the RNG and quite a mob is starting to form).
The approach to tweaking weapon dmg across the board, I feel will always land us in unbalanced gameplay, that is not necessarily PGI's fault, but more a fault of the IP and it's conversion from TT to online game (and now I've added the BT fans to the mob, I'm on a roll might as well keep going).
I believe Heattm could be the element that allows this tweaking without constantly throwing gameplay out of whack.
But not only Heattm, that is just the beginning, dynamic environments (hot/cold areas, fog, interactive assets on the battlefield), interactive assets on the map, even consumables (here comes the P2W peeps, that should be about everyone) could go a long way to help fine tune this game and get us to a state of smaller changes making more steady minor changes (rather than what we have now which are large changes which make large impacts to gameplay).
TL:DR - Use Heat and it's effects as the start of interactive elements rather than tweaking weapon stats, as a way to balance gameplay. Also apparently I like being chased by mobs...cardio...cardio...cardio).
Edited by Kaemon, 18 May 2013 - 05:55 AM.