Victor Morson, on 11 June 2013 - 05:52 PM, said:
I'd say 1 because, really, no system like this at all is needed. We don't need to rework it, it simply needs to not exist. I'm all for adding heat effects but every single thing from the proposed plan needs to go tin the trash, along with the core idea of it. It's not good for anyone.
As for 2.. it is my hope that one day Pulse Lasers will actually have a fairly decent ROF; also Autocannon/2s are an excellent example of what I mean. You often see 'mechs running 4 and way too rapidly to standardize the heat like you were pitching.
I'm just opposed to ANY system that impacts Alphas. I do not mind, however, making people manage their heat better and like I keep saying and more than for some new heat effects. I am OK with punishing very hot builds, or making them a high risk/reward.
I am opposed, however, to limiting designs on artificial limits for no practical purpose.
Alphas are essentially the bane of this game.
In TT, an alpha strike is essentially a mech firing all its weapon systems... over a 10 second time frame. Each shot has a to hit roll and each hit has a roll on the chart.
It's designed this way because the weapon systems and armor and multipart nature of the mechs were all designed around each other.
If you allowed players to do what they do here; link all weapons into a single to hit roll and one location hit roll, then you'd get much the same result in the TT as you do in this game - where the most obvious and efficient way to win is to boat the biggest pin point alpha damage weapons possible.
If alpha strikes necessitated a delay in firing between weapon groups, it would be much more like the desperation maneuver in both the TT and the books that it was originally envisioned to be; as opposed to the current most effective way of destroying mechs in MWO that it is.
I mean, you only need to look at the weight, damage and range values of weapons to understand how heavily the game skews away from high pin point damage in its core mechanics.
Medium laser = 1 ton, 1 crit, 5 damage.
AC20 (only 20 point damage weapon in the game) = 14 tons, 10 crits, 20 damage.
A 14 fold difference in the weight of the weapon because it concentrates large amounts of damage into a single spot.
If we were to keep the same geometric progression in weight balancing, we'd need a 50 ton weapon to do 40 damage. But in MWO, it becomes a 28 ton weapon that many mechs can boat along with the requisite number of heat sinks to actually power them.
Edited by Zaptruder, 11 June 2013 - 06:13 PM.