Jump to content

Apparently Everyone Has Forgotten


  • You cannot reply to this topic
72 replies to this topic

#21 blinkin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,195 posts
  • LocationEquestria

Posted 31 May 2013 - 04:48 PM

View PostObadiah333, on 31 May 2013 - 10:21 AM, said:

1. auto ammo explosion - overheat to the point where you shut down, your ammo auto explodes
2. targeting penalties - add an overheat "shake" to the cockpit that is permanent, and gets worse with each overheat.
3. sluggishness - engines start performing less effectively, affecting speed, torso twist, etc.
4. Heat sinks damaged/destroyed - stressing anything to the point beyond it's normal capabilities usually results in that object being damaged in some way, shape or form. Start losing too many heat sinks, you will spend the whole match shut down as a target.

#2 doesn't make a whole lot of sense but i like the others. i think aiming issues could be introduced by slowing down all torso and arm motion instead or adding a small delay to the weapons fire.

but i like the rest and i also like the general approach.

Edited by blinkin, 31 May 2013 - 04:49 PM.


#22 Pater Mors

    Member

  • PipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 815 posts

Posted 31 May 2013 - 04:55 PM

View Postblinkin, on 31 May 2013 - 04:48 PM, said:

#2 doesn't make a whole lot of sense but i like the others. i think aiming issues could be introduced by slowing down all torso and arm motion instead or adding a small delay to the weapons fire.

but i like the rest and i also like the general approach.


I disagree - Surely the targeting computer is effected by heat just as much as any other component? I'd like to see things like ghost targets, blurring, delayed target locks for missiles etc and possibly even a blowout of the targeting computer all together as one of the higher end penalties, forcing you to play as if you had the old HUD bug issue.

#23 Rahnu

    Member

  • PipPipPipPipPip
  • Survivor
  • Survivor
  • 146 posts

Posted 31 May 2013 - 04:58 PM

A lack of a good heat scale is part of the problem. The other parts include PPCs being too effective (instantaneous, high damage with a fast projectile with only moderate heat generation) and convergence being too damn tight on everything.

Every one of these needs to be fixed. There should be penalties for high heat generation (I like the idea of ghosting and blurring, myself), convergence should not be perfect all the damn time, and PPCs should really go back to generating the heat they used to. If all of these were done, the game would be in a decent place (not a GOOD place - too many useless weapon systems for that right now), at least for launch.

#24 blinkin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,195 posts
  • LocationEquestria

Posted 31 May 2013 - 05:17 PM

View PostPater Mors, on 31 May 2013 - 04:55 PM, said:

I disagree - Surely the targeting computer is effected by heat just as much as any other component? I'd like to see things like ghost targets, blurring, delayed target locks for missiles etc and possibly even a blowout of the targeting computer all together as one of the higher end penalties, forcing you to play as if you had the old HUD bug issue.

this i like. i just think having the mech shake as a result of a computer failure doesn't make a whole lot of sense.

i think they could introduce many different effects associated with the computer overheating. i think, if it is possible, using some of the minimap issues as mech computer failures could make for interesting gameplay.

lets take the list of bugs we have found and see if we can actually make them part of the game.

#25 Budor

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,565 posts

Posted 31 May 2013 - 05:45 PM

While heat penalties sound good PGI should start with something that wont require as much work:

shutdown = internal damage (amount derived by how much you overshoot the 100%)

- this would hopefully make the override mechanic more interesting cause it would be a nice alternative
- helps with keeping high alpha builds in check
- hopefully would increase the TTK (which has become to low imo)
- is true to the franchise
- the base mechanics are allready in the game, see override

Edited by Budor, 01 June 2013 - 01:25 AM.


#26 MasterErrant

    Member

  • PipPipPipPipPipPipPip
  • 739 posts
  • LocationDenver

Posted 31 May 2013 - 10:47 PM

View PostCapperDeluxe, on 31 May 2013 - 10:27 AM, said:

1. I think the current "armor melting" thing that occurs when over 100% is fine enough (especially if once it starts damaging internals is where the ammo crit chance could happen), and it should also be applied even when not overridden while shutdown until under 100%.

2. reticle shake from being hot doesn't really make much sense, instead perhaps they could introduce some vision filters that makes everything blurry (like in other FPS games where your vision is blurry when you're close to dying).

3. definitely

4. yep

afik that only happens if you override.

#27 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 31 May 2013 - 11:10 PM

Honestly, I think the best way to go about it is to look at how real-world systems deal with heat.

Real-world systems start to progressively shut down heat-generating systems, reducing power output, and eventually completely shutting down all but the dissipation systems.

Since we are dealing with military systems - it would not be sensible to have a direct heat-penalty, but there should be some mathematical ratio that begins to decrease your maximum speed and increase the recycle time of energy weapons the longer your mech is running hotter than about 65%.

Introducing a reticle drift and some progressive blurring filters to simulate pilot stress would go a long way, as well.

And, as others have stated, simply not pressing the overload button shouldn't save you from hideous heat spikes. You should take internal damage for being 125% of your heat capacity when still 'protected' by a shut-down. It should be proportional to your heat rating above that threshold - with a potential for ammunition explosion (it shouldn't be automatic - but it should be a 'dice roll').

Combined - you would really make Mech Warrior function more the way it is supposed to - where people have to manage their heat and the 'big guns' require some extra care in design or some radical piloting strategies to use effectively.

#28 MasterErrant

    Member

  • PipPipPipPipPipPipPip
  • 739 posts
  • LocationDenver

Posted 01 June 2013 - 12:17 AM

View Postjakucha, on 31 May 2013 - 10:30 AM, said:

I don't think ammo should explode, nor should HUD get messed up from heat. I do think high damage alpha weapons should get specific heat penalties for being fired at the same time too often though. Smaller weapons, like small laser alphas shouldn't be affected.
you really can't have one and not the other.

Think about it this way. when clan tech deploys we'll be seeing atlass' getting one punched by massive alpha's that are compleatly alien to BT games. you know clan mechs are going to have more Hps and you know people are going to abuse this.
heat is and always has been the balancing factor.

#29 MasterBLB

    Member

  • PipPipPipPipPipPipPip
  • 637 posts
  • LocationWarsaw,Poland

Posted 01 June 2013 - 12:24 AM

Well,practically the same I've been speaking about - http://mwomercs.com/...called-boating/

#30 Taemien

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,576 posts
  • LocationNorth Carolina

Posted 01 June 2013 - 01:32 AM

Heat effects have to be introduced carefully. Going by the book in this case, may or may not be a great idea. Think about it like this. Right now max heat (100%) is 30 + Heatsink value. Kinda like it is in TT. But where MWO differs from TT is the fact that heat actually builds up.

Say I have 10 SHS. My heat threshold is 40. If I fire off 4 medium lasers. I'm at 30% heat. According to the TT scale, I should have some movement penalties, and some distortion on the hud. Since medium lasers have less then a 10s cooldown, this is only going to get compounded everytime I fire.

Thats how TT heat would directly translate to MWO as of right now.

Now to make things a bit even (since I think we can agree firing 4 medium lasers isn't bad). We'd have to find some way to account for the fact that in TT, you can get heat neutral or close to it. What this means is 10 SHS will cool off 10pts of heat before there is any sort of heat effect whatsoever.

To do this, they would have to change heat dissipation mechanics entirely. I think this isn't a good idea to be honest. And here's why. It makes SHS even worse by far compared to DHS than they are now. Right now 1.4 DHS are balanced vs 1.0 SHS because they both dissipate heat over time based on the current (not 10s) cooldowns of the weapons. And even then, I'm being liberal with the word balanced in comparing the two. But the debate of SHS vs DHS is beyond the scope of this thread. The point of this is that we don't need to make SHS any worse than they are now.

We have to figure out a system (well PGI does, but for the sake of argument, and for kicks and giggles we'll figure a way here), on how to make this work in Real Time, and not fixed on 10s intervals.. at least not with weapons being set to that. We can use 10s intervals for the sake of simplicity, but we shouldn't say a Medium Laser is going to do 3 heat per 10s, since its cooldown is obviously shorter.

The simplest way to go about this, actually is to look at the percentage of the heat scale and simply apply effects based on where you are at. To make this easy, assume anything over 50% causes effects. This is very close if not identical to how MW3 did it. Basically once you start getting above 50% you get some HUD interference. Whether it be static, fog, smoke, or reticle shift, whatever it takes to make aiming harder. This gets worse and worse the higher you go. I would actually suggesting making it logarithmically worse rather than linearly. Basically 60% would be double the effects, 70% quadruple (or triple, based on how it all balances out, we are beta testing), and so on.

I would do shutdown effects at 75%. Give us a reason to use override beyond getting an extra shot off at high heat levels. This is the only time I would use RNG. Basically at 70%, you get the warning "Heat level critical" and have 1-3 seconds to respond. This event would pop up every 5 seconds until the heat drops below 70%. In addition every 10% above 70% you get a second knocked off that time you have to override. So at 80% you have 0-2 seconds, 90% 0-1, and no time at 100%. So yes you have a random chance to get no time above 80% making 80+ a high risk endeavor.

Ammo explosions are pretty serious. I would only attribute these to mechs who override past 80% heat and only rarely. Heat is one of those things that is the most punishing to new players. Shutting down is bad enough, but losing half or all of your mech is a bit too harsh. It should be reserved only for those really really testing fate and pushing the envelope.

This all assumes there is some tweaks to how heat is generated and dissipated now. It could work with the current heat system, with some growing pains. Right now firing 4 medium lasers about 3 times in a row would get some serious effects with what I just suggested, even with 12 DHS. Where in TT 12 SHS should make firing 4 medium lasers heat neutral, DHS even more so.

#31 mike29tw

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,053 posts

Posted 01 June 2013 - 01:36 AM

View PostObadiah333, on 31 May 2013 - 10:21 AM, said:


1. auto ammo explosion - overheat to the point where you shut down, your ammo auto explodes
2. targeting penalties - add an overheat "shake" to the cockpit that is permanent, and gets worse with each overheat.
3. sluggishness - engines start performing less effectively, affecting speed, torso twist, etc.
4. Heat sinks damaged/destroyed - stressing anything to the point beyond it's normal capabilities usually results in that object being damaged in some way, shape or form. Start losing too many heat sinks, you will spend the whole match shut down as a target.
5. insert suggestion here



I like all of your suggestions.

IMO internal damage should be the most severe heat penalty. Before you get that there should be other penalties like OP mentioned. Also in previous MW games when you run too hot your HUD starts to flicker and become blurred out, add reticle shake to the list and we have a pretty solid heat system.

Something I have in mind looks like this:
70%+: movement penalty
80%+: HUD flickers and reticle shake
90%+: chances to destroy your own items(heat sinks, weapons, and even ECM as well), higher heat means higher chance
100%+: chances to cook-off ammo, higher heat means higher chance
100%+ but overridden: internal damage
110%+: internal damage

#32 Demuder

    Member

  • PipPipPipPipPipPip
  • 411 posts

Posted 01 June 2013 - 01:37 AM

View PostCapperDeluxe, on 31 May 2013 - 10:27 AM, said:

2. reticle shake from being hot doesn't really make much sense, instead perhaps they could introduce some vision filters that makes everything blurry (like in other FPS games where your vision is blurry when you're close to dying).


Quite the opposite, it makes a whole lot of sense.

I know that canon and TT rules are a cliche by this point on this forum, and I myself am no expert on them, however they had been put into place by the initial developers for a reason. Without the reticule shake when hot, you have the simple procedure "ok, I will overheat but my 6 PPC alpha will take him out, so I will live to fight another mech, even if I take some dmg from overheating".

That's the whole problem with boating, that the pilot stops caring about their mech as long as they get a better than 1:1 kill ratio. You can see that in the 6 PPC stalkers that shutdown after every salvo, the suicidal 2xAC/20 Jags that charge Atlai and everything in general head on, etc etc. As long as they keep that k:d ratio above 1, everything is fine. Tying heat level to shooting efficiency is all PGI needs to do in order to make players care about heat levels. And put the PPC bonanza under control. If your reticule starts shaking even mildly above 50-60% heat, then you will think twice about putting out that alpha and risking a 50% miss with a subsequent shutdown, a much better disincentive than any potential dmg after an alpha that will take out the mech charging you.

Obviously, Gauss builds are less susceptible to this, but what usually kills me when I lazily charge those guys, is the combination of PPC/Gauss not the Gauss alone. And considering the baggage Gauss brings with it (slots, tonnage, ammo, explosiveness :-))etc etc) I am willing to give it this one advantage.

AC40 builds, I have no direct counter, but since they must be close and they are sluggish, they are easy enough to avoid and blow up.


View PostVictor Morson, on 31 May 2013 - 10:28 AM, said:

I don't agree heat is causing all these issues.

That said, I wouldn't mind more heat effects (and a more user friendly override button ; it sucks holding it down) and I do agree that those weapons are not OP. My biggest problems are: Gun balance, lack of tonnage/BV.

Again though, bring on more heat effects. I'm down with that. This whole game would change pretty rapidly if 'mechs slowed down when running hot. I wouldn't even mind visual effects like the cockpit smoking up or the windows fogging over.


Heat however is practically the only thing stops the mech from firing everything constantly. It's the mechanism put in place to control exactly this kind of thing since the conception of MW.

View Postoldradagast, on 31 May 2013 - 03:00 PM, said:

It's not the PPC, IMHO. The only reason they are focused on as the root of the problem is because folks can't bring 3 Gauss Rifles on a mech - yet.

The real issue, IMHO, is perfect weapon convergence on a single pixel at any range. If you can alpha strike a target half-way across the map and put all the damage on one spot, that's a problem and in no way feels right or makes for fun game-play. note that I'm NOT in favor of any of the funky, cumbersome "manual convergence using the mouse wheel" ideas I've seen tossed around - the last thing this game needs is another hurdle for new players and another feature that rewards sitting in once place or writing up macros to do your work for you. I do, however, feel that it shouldn't be that easy to put all damage in one spot at huge ranges. Maybe add a cone of fire or something...

The heat penalty ideas aren't bad, though I don't like penalizing all instances of firing lots of similar weapons at the same time since that basically just punishes nearly everyone who plays the game (since mechs are really meant to have multiple weapons of the same type and most people aren't going to run with 6 weapon groups.) It does nothing to reduce the superiority of pinpoint alpha strikes.


I don't like the idea of perfect convergence either. However, here is the problem. This is a game with a human at the controls, in a fake 3d environment. I cannot possibly think of a visual feedback system that would allow the player to know where each of their weapons would land if instant convergence was not in place. Ie, would you want to have a reticule for your arm weapons and a reticule for each of your torso weapons ? Those reticules would also have to shift position depending on the range they are pointing. Just picture it for a second. On a stalker that would be maddening to say the least. You can test the non convergence thing on a CTF-4x before you get pinpoint. It's realistic, but confusing and frustrating to say the least.

Maybe putting some limitations on convergence would work better, ie, make it so that the target needs to be targeted (have the targeting computer track the target) instead of converging on anything that the reticule points at. That would minimize pinpoint alphas on long ranges on anything that moves, unless there was one of your teamates providing target information - a very frequent technique for modern weapons. It would also help with the poptart technique somewhat, though in that case JJ shake is the way to go I believe.

Edited by dimstog, 01 June 2013 - 01:39 AM.


#33 John MatriX82

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,398 posts
  • LocationItaly

Posted 01 June 2013 - 01:57 AM

I think that adding heat penalties is only going to break many builds that are natural boaters (not necessarily op).

What we need is an hardpoint restriction system. I must not be able to place 6 PPCs on a Stalker just because it has 6 energy hardpoints.

The above:
a) to differentiate several variants (take stalkers, there are like 4 that are nearly the same, with different hardpoint layouts they could all have a logic to exist)
-B to limit boating in general. This would be good to limit uber LRM 70/80 builds, 6 ppc builds, 5-6 LL builds, SRMpults, AC20pults and so on, Cent A with 18 SRMs and so on.
c) as a consequence to point B, you wouldn't even have to introduce heat penalties. Take a stalker, that is limited to 2 PPCs, 4 single slotted energy hardpoints and like 10 missiles per arm and 6 missiles per side torso.. it would be a good brawler (4ML, some SRMs, PPCs or LLs to add range) or a mid to long range support mech (with PPCs and LRMs) rather than either a PPC or LRM only boat.
Think of Awesomes such as 8Q or 9M to be the only platforms able to employ 3PPCs. They would be instantly respected and at the same time be really counterable due to the big chassis with its wide hitboxes.

Jumpsniping? Make the screen shake during the lift-off, as soon as you shut down the JJs the screen stabilizes and you have very limited time to aim and shoot properly. Increase weight of 0.5 tons for each jj class, and avoid the absurdity of 2 JJs to be enough for jumpsniping on each class. I do fine with 2 JJs in any highlander, I should need 3, if not the 4 of the 733C or the HM. The same with trebs, catapults, cataphracts. If a chassis have 4 JJs, you need them ALL in order to attempt jumpsniping. Whenever you employ 2 or 3 you just gain terrain mobility and not vertical lift. Not only, make that if you don't fill all the available JJ slots, you jump with a 45 degree trajectory, fill them all and you can get a vertical lift when standing, like a bonus, but you'd require many tons to allocate all of them in order to jumpsnipe, and you'd still deal with screen and crosshair shake during the liftoff.

My weight table for JJs is:
-2.5 tons for Class I (you MUST bring 3 -733, 732 733P- or 4 (733C/HM) of them in order to jumpsnipe in a lander or DFA with it once collisions are back)
-2.0 tons for class II
-1.5 tons for class III
-1 or 0.75 ton for class IV

Edited by John MatriX82, 01 June 2013 - 01:58 AM.


#34 Pando

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,456 posts
  • LocationDeep, deep inside _____.

Posted 01 June 2013 - 02:01 AM

View PostFate 6, on 31 May 2013 - 02:52 PM, said:

I agree with all your suggestions for the most part, but I think that PPCs are a little overpowered compared to other energy weapons, especially when you consider that lasers do not begin dissipating their heat until they are done firing. PPCs put all the damage in one place, are hard to miss with considering the projectile speed, and are not much hotter than large lasers.

I also should mention that having a high heat cap is an issue. Firing 6 PPCs doesn't overheat a mech. The pilot skill tree certainly makes the issue worse.


PPC's are perfect and balanced for once. Other weapons need help. Don't break a working weapon to fix tons of weapons that aren't balanced.

#35 Satan n stuff

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,508 posts
  • LocationLooking right at you, lining up my shot.

Posted 01 June 2013 - 02:46 AM

More severe heat penalties would definitely help balance the poptarts and PPC boats, but it wouldn't do much against the dual AC/20, which is still as devastating as ever. It also wouldn't affect dual Gauss but that build has enough drawbacks as it is. Making going past 100% heat deal damage to components and internals would give the ( ER ) PPC + Gauss combo a serious drawback as well, as you'd likely lose your Gauss rifle the first time you shutdown.
It would also most likely get rid of the few remaining rambo light mech permanently, though you could still play a striker if you use actual striker tactics, which means hit and run attacks to the rear armor of any slower mech.

#36 Demuder

    Member

  • PipPipPipPipPipPip
  • 411 posts

Posted 01 June 2013 - 03:08 AM

View Post***** n stuff, on 01 June 2013 - 02:46 AM, said:

....but it wouldn't do much against the dual AC/20, which is still as devastating as ever.....


Ironically, the counter to that is the high pinpoint alpha, preferably from sniper distance. I hate those AC40 Jaggers and try to take them out as soon as I spot them. Pretty easy though, because you can see them beeline for the assaults in a suicidal autocannoning blaze of glory ! Given the Jag's posture, they remind me of those green exploding critters in Diablo III.

No need to open a new discussion about it, just a funny remark :(

Edited by dimstog, 01 June 2013 - 03:10 AM.


#37 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 01 June 2013 - 06:24 AM

View Postdimstog, on 01 June 2013 - 01:37 AM, said:


Quite the opposite, it makes a whole lot of sense.


To be fair, the way the OP words it is... kind of ridiculous.

Graded heat effects would be fine as things start to get hotter. Making it more difficult to practically use your weapons would work quite well. Slowing down wouldn't be as big of a deal (except for lights... of course, shutting down is a very, very bad thing for them - contrary to the 6ppc stalkers).

Quote

AC40 builds, I have no direct counter, but since they must be close and they are sluggish, they are easy enough to avoid and blow up.


The best way to handle builds like these (and the now obsolete splat-cat) is with teamwork. TAG them, rain missiles on them (once those start to be worth bringing along... I was dancing with a cataphract one day in my jenner, and watching 40 missile salvo after 40 missile salvo hammer this guy... I think my bank of medium lasers did more damage in the long run... the biggest help the catapult was giving was just to shake his cockpit up), and concentrate longer ranged fire.

I see builds like the splatcat and the ac20 spams as largely defensive or bushwacker builds. They're great when you can lure the enemy into close range and *** them out really quick. They're not so great when you've got ground to cover. Sure - they're good at preventing over-runs of your lines... but since everything from commandos to stalkers are spamming PPCs, these days, they're largely a waste of a chassis outside of a good team.

The only builds that consistently give me trouble are those damned ravens with streaks. Even then - 6 medium lasers to a leg can fix their little red wagon in pretty short order. But host state rewind is really starting to show. A lot more hits are landing on me than used to (and I think a few that should have killed me didn't register) - and I have to start taking the ballistic builds a little more seriously.

Still... it's amazing how many people don't armor their rear torsos, these days. A mere rake with 6 mediums across the backs of some mechs has melted away all rear armor and I'm into their internals. I always pride myself on downing the 6ppc stalker before he has a chance to down one of my team-mates.

Quote

Maybe putting some limitations on convergence would work better, ie, make it so that the target needs to be targeted (have the targeting computer track the target) instead of converging on anything that the reticule points at. That would minimize pinpoint alphas on long ranges on anything that moves, unless there was one of your teamates providing target information - a very frequent technique for modern weapons. It would also help with the poptart technique somewhat, though in that case JJ shake is the way to go I believe.


Real systems use a range-finding system that slews the weapon mounts to account for convergence. Arm mounts should offer better convergence and greater flexibility - while torso mounts should have a minimum convergence range - even if the target is 5 meters in front of them - their minimum convergence is, say, 30 meters (this could, perhaps, vary by chassis).

There should also be some kind of delay as the systems adjust. The delay should be proportional to the relative change in angle, tonage of the weapon, and perhaps some weapon/chassis-specific constants. Lighter weapons would more quickly adjust to convergence while heavier weapons would take more time, as they have to be mechanically adjusted within their mounts.

The arms would simply have a much higher rate of convergence and provide superior flexibility (which would be a huge reason to mount weapons on the somewhat more vulnearble arms of a mech rather than the torso) - though there should still be a sort of indication for how accurate you can expect your shots to be. Weapons not fully locked in would converge at different distances.

But, at this point, I'd just settle for a patch that doesn't crash my machine. Then we can start talking about basics like weapon balance and UI impairments.

#38 Chemie

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,491 posts
  • LocationMI

Posted 01 June 2013 - 06:38 AM

OP you are wrong. Most pop tarts are smart enough to not overheat.

The issue is PPC projectile speed and high point damage alpha

#39 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,967 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 01 June 2013 - 06:43 AM

I predominantly use energy weapons. I constantly bump up against the heat limit.

But I fully support the OP's call to increase penalties for heat.

Going 10% over the 100% heat scale should shut you down, and have a high probability of hurting your mech... weakening your armour, causing ammo to cook off, and hurting your electronic systems.

#40 Pando

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,456 posts
  • LocationDeep, deep inside _____.

Posted 01 June 2013 - 06:54 AM

View PostAppogee, on 01 June 2013 - 06:43 AM, said:

I predominantly use energy weapons. I constantly bump up against the heat limit.

But I fully support the OP's call to increase penalties for heat.

Going 10% over the 100% heat scale should shut you down, and have a high probability of hurting your mech... weakening your armour, causing ammo to cook off, and hurting your electronic systems.


Sounds like you fully support the DEV's stance. Go read command chair posts. /thread





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users