An explanation of PGI's vision of heat penalties can now be found here: http://mwomercs.com/...te-june-112013/
For the health of this game, I would suggest that everyone voice their displeasure on this idea to the devs. It really will not change anything and punishes one or two builds that are not a problem at all but are being abused which is a symptom of the true problems.
One point that I would specifically like to address from Paul's post:
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This is simply not true as long as heat dissipation is increased to compensate. This solution will drastically lower all Alpha potential and raise DPS. It will not 'nerf' anything and it is far simpler than having to address every weapon and build individually.
I have created a petition to trial a lowered heat cap/raised dissipation for two weeks. Please sign it. Even if you don't agree with penalties, it is worth trialling this system and regardless of results no one loses anything.
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Original Post:
So Paul let us know a while back that they are looking at heat penalties as an option and this has been discussed a fair bit on these forums of late. For those who've never delved much into MechWarrior or BattleTech, heat penalties have always been a part of both games. I'd like to put forward my own suggestions on how MWO could improve their heat system. Some of these are taken from ideas floating around these forums and some are my own ideas.
Firstly, the heat cap needs either be static per chassis (not really fond of that idea) or the amount increased per heat sink needs to be lowered. I do think it makes sense that a Mech with 25 DHS should have a higher heat cap than the same chassis with 10 DHS, however the amount each HS raises the cap needs to be lowered so the heat cap is lowered overall.
Secondly, the above change will require that the dissipation is increased otherwise we'll be firing 1 weapon ever 30 seconds. Lower heat cap with higher heat dissipation increases DPS while decreasing Alpha damage which is a good thing IMO. It means that you can feasibly chain fire weapons and small weapon combos (2x Lasers etc) without much penalty and can still fit in a good sized strike (5x lasers etc) every once in a while. Sniping even benefits because you can still mount 3PPC's and chain fire them with the dissipation in between shots taking care of your heat.
I think that the above is a good start to balancing out the Alpha meta that is plaguing this game at the moment. Alpha strikes will still be viable but instead of popping three Alpha's, overheating and then repeating, you'll be able to pop one occasionally when it's warranted.
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Now, onto penalties:
I would like to see a mixture of soft and hard penalties for heat with 80% heat as the starting point for soft penalties and 110% the starting point for hard penalties. Let me explain:
Soft penalties:
The soft cap would be applied on a per second basis when a mech is above 80% (or whatever % under 100 seems like a good compromise) heat for long periods:
- 1 - 5 seconds > 80% = No penalty
- 6 - 10 seconds > 80% = Engine speed reduced by 10%
- 11 - 13 seconds > 80% = Torso twist speed reduced by 10%
- 14 - 15 seconds > 80% = HUD interference, pilot sweat graphics (cool idea from the latest Q&A), ghost contacts on the radar, possible targeting interference for missiles and longer ranges
- 15 seconds and above > 80% = 50% speed & torso twist reduction.
There's a couple of things this does:
It encourages chain firing, especially in brawls, making brawls last longer.
It provides some tension to battles, especially melees, where both sides are running hot.
It increases skill factor as pilots now have to think about the best times and ways to engage where they're maximizing damage and minimizing heat.
It encourages the use of smaller weapons (which need a buff, but that's a different topic) and even pulse weapons on chain fire and especially for lighter Mechs who can pack less HS of either type.
Now, hard penalties:
Hard penalties need to be applied in two situations.
1: When you pass 110% of heat cap.
2: When you pass 100% of heat cap more than once within a few minutes.
Hard penalties could be something along the lines of:
- 110% - 10% chance of a heat sink melting (lowering overall heat cap for the next overheat)
- 115% - 20% chance of a heat sink melting, 10% chance of cooking ammo
- 120% - 50% chance of a heat sink melting 25% chance of a second heat sink melting, 20% chance of cooking ammo, 100% chance of 10% engine power reduction (permanently effecting top speed and torso twist speed)
- 125% - 100% chance of a heat sink melting 50% chance of a second melting, 50% chance of cooking ammo, 100% chance of 25% engine reduction.
- 130% - All of the above plus 50% chance of core meltdown and instant death.
- 140% and over - instant death.
It encourages diverse builds because heat management will be easier.
Boating is still possible but is brought back into line with Battletech standard, meaning that boats can be incredibly powerful in one respect, but will have have massive drawbacks and require high skill to pilot properly (which is essentially the idea behind a boat).
Sniping is still very possible, but overall sniper damage is lowered considerably as Alpha Strikes are no longer as viable as chain firing, especially for high heat weapons like PPC's and ER weapons.
It allows lights and mediums to come back into the game in their intended roles, even with the shoddy weapons they currently have available (a subject for a different thread).
It provides another layer of skill to game play as deciding when to overheat is now a critical factor in combat.
Obviously I have pulled most of the actual numbers out of my behind and all of them could and should be tweaked to find the best balance. I'd like to hear what other people think about heat and other possible penalties that could be included and even if you think my ideas are the worst on the forums (please at least be polite about it though).
Edit: Added a poll because they're apparently good things.
Edited by Pater Mors, 16 June 2013 - 02:45 PM.