Lightfoot, on 13 June 2013 - 08:42 AM, said:
What needs to be updated for Heat Damage to the CT is DHS 1.6 or 1.7. Example of looming problems:
New player spend 12.8 million CBills or Cash$ on the Awesome AWS-9M. They take it out in it's stock loadout and fire 3xERPPCs. On the fourth shot it shutsdown and restarts with center torso heat damage. They grumble and play on, but now every second or third shot the mech shutsdown and takes center torso heat damage. Pretty soon the mech has killed itself without taking a single hit, even though it is using the Dev and Battletech designed stock loadout. This will not make this player happy and they will leave or stay, but certainly they will come to the conclusion that MWO is poorly designed, and of course it's not.
DISCLAIMER: TT, MechWarrior Titles, and MWO are mentioned in this post. It is not an apples to apples comparison. More like Apple Tree (TT) and Apples (MWO). The passage involved demonstrates just how greatly the one mechanism that kept us from boating 8 PPCs nevermind 6 was completely castrated in MWO. It is mentioned so that we can get some perspective.
Umm... wow... just... wow
I'm not even certain how to begin... I did have to walk away from the keyboard in order to just not entirely flame you with a napalm bomb. But now I'm back and honestly that urge is rapidly building again.
In Mechwarrior Version (Whatever) it has always been the case that Overheating = Bad
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In TT Overheating was so much worse than bad it makes whatever Bad occurred in MechWarrior FPS titles seem like being smacked in the face by a feather. Allow me to illustrate...
NOTE: I'm doing this from memory so if I screw it up don't shoot me OK. Don't feel like going downstairs to actually get the Rulebooks.
41.7% chance of ammo explosion
-5 Movement points anything in this game moving slower than 81kph had its speed set to ZERO
+4 penalty on To Hit rolls... your average target at short range would end up only being hit around 15% of the time (4 Gunnery, +2 Target move 4-6, +4 Heat penalty) assuming you were not moving and at short range
If your mech shutdown you would have to roll Pilot Skill Roll checks to see if it fell over and took damage from the fall
If it fell over you'd have to make another check to see if your Pilot took damage and passed out
If the ammo did explode your pilot would take damage and again would have had to check for KO
You overheat even one time in TT and it is basically even odds whether or not that mech ever functions again, assuming it didn't die from an ammo explosion. Maybe not even odds maybe 1 in 3 chance.
OK fast forward to MWO... your post basically sums up as OMG
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some poor new guy overheats his mech 3 or 4 times to the point of shutdown and he might kill himself!?!?!???!!!!!!!!!!!oneoneelevenone
Seriously dude... you have been playing MWO too long if you think smacking the shutdown override or powering back up again while hot a half dozen times during the game is acceptable BattleTech. No joke! I mean when I started 6 weeks ago and accidentally overheated myself I almost died of fright. Moments later I was back up and running and I did it again!
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and again
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and again!
Then I went and read the rules concerning heat in MWO and nearly fainted. PGI had rewritten the one thing that kept us all from sticking 10 Medium Lasers
and 8 PPCs on our mechs. Castrated the one mechanism that kept us from doing this thing. Worse yet they had INTENTIONALLY made the situation worse by increasing the Heat Threshold! WTF!?!?!!!!!!!!!!
So yeah... newb fires off 4 or 5 salvos of Awesome 9M PPC fire and cores himself... I'm OK with that actually.