Universal heat cap with heat penalties. Places a limit on alphas while giving leeway to chain fire sustained DPS.
Either that or make changes to convergence. The upcoming boating heat penalty may help but in the long run adding more pieces to the puzzle seems like a bad idea.
3
How To Fix The High Alpha Problem With The Meta Gameplay
Started by jollyrancher1, Jun 18 2013 12:48 PM
44 replies to this topic
#41
Posted 01 July 2013 - 08:07 PM
#42
Posted 01 July 2013 - 08:35 PM
I still say this works:
Okay most of you may know this some may not.
Heat in the TT was the ultimate play balance. It was the true risk vs reward system.
With that in mind I would love to see a conversion of the old 30 top heat scale over to the 100% system we use now.
My reasons for bringing this up is simple it was the overall checks and balance system and is what is lacking currently in MW:O. Every day there is a debate here or there on X vs Y however I never see the heat scale brought up. My Idea is rather simple you take :
With this scale in mind it could be a simple addition with tweaks to make it work.
-1 Movement could be a 20% -50% movement decrease depending on heat level.
+1 to fire could be used in a few ways depending on ease for the programmers you could do a drop in convergence or you could add a long cool down to fire again or you could make it so the weapon takes longer to fire.
Now for the part players would hate but is essential Ammo explosions on + X save rolls and the shutdown on + X save rolls.
People dislike random and I am with you however to end large boats or those that stay at high heat all the time not using any true skill anymore the randomness is where the true risk vs reward system comes in.
The percentages would not have to be very high till you are near the end of the heat scale however shutdowns should start around 40% range on the heat scale we have now.
CASE would still protect from ammo explosions again this is a risk vs rewards, do you drop something so you have case or do you risk going boom.
With the way the game has headed and all the damage being done in the terms of balance I wish the true game balancer took place with the simple heat scale.
I would like to here opinions on this and discuss why this would or would not work or maybe you have your own idea to alter the heat scale.My last note on this is; Keep in mind in TT you had full customization (depending on friends and GM) and the only thing that kept mechs in check from going so far out in the deep end like we have in the game was the heat scale nothing else mattered.
Okay most of you may know this some may not.
Heat in the TT was the ultimate play balance. It was the true risk vs reward system.
With that in mind I would love to see a conversion of the old 30 top heat scale over to the 100% system we use now.
My reasons for bringing this up is simple it was the overall checks and balance system and is what is lacking currently in MW:O. Every day there is a debate here or there on X vs Y however I never see the heat scale brought up. My Idea is rather simple you take :
With this scale in mind it could be a simple addition with tweaks to make it work.
-1 Movement could be a 20% -50% movement decrease depending on heat level.
+1 to fire could be used in a few ways depending on ease for the programmers you could do a drop in convergence or you could add a long cool down to fire again or you could make it so the weapon takes longer to fire.
Now for the part players would hate but is essential Ammo explosions on + X save rolls and the shutdown on + X save rolls.
People dislike random and I am with you however to end large boats or those that stay at high heat all the time not using any true skill anymore the randomness is where the true risk vs reward system comes in.
The percentages would not have to be very high till you are near the end of the heat scale however shutdowns should start around 40% range on the heat scale we have now.
CASE would still protect from ammo explosions again this is a risk vs rewards, do you drop something so you have case or do you risk going boom.
With the way the game has headed and all the damage being done in the terms of balance I wish the true game balancer took place with the simple heat scale.
I would like to here opinions on this and discuss why this would or would not work or maybe you have your own idea to alter the heat scale.My last note on this is; Keep in mind in TT you had full customization (depending on friends and GM) and the only thing that kept mechs in check from going so far out in the deep end like we have in the game was the heat scale nothing else mattered.
#43
Posted 02 July 2013 - 01:35 AM
Eric darkstar Marr, on 01 July 2013 - 08:35 PM, said:
I still say this works:
Okay most of you may know this some may not.
Heat in the TT was the ultimate play balance. It was the true risk vs reward system.
With that in mind I would love to see a conversion of the old 30 top heat scale over to the 100% system we use now.
My reasons for bringing this up is simple it was the overall checks and balance system and is what is lacking currently in MW:O. Every day there is a debate here or there on X vs Y however I never see the heat scale brought up. My Idea is rather simple you take : (see above)
With this scale in mind it could be a simple addition with tweaks to make it work.
-1 Movement could be a 20% -50% movement decrease depending on heat level.
+1 to fire could be used in a few ways depending on ease for the programmers you could do a drop in convergence or you could add a long cool down to fire again or you could make it so the weapon takes longer to fire.
Now for the part players would hate but is essential Ammo explosions on + X save rolls and the shutdown on + X save rolls.
People dislike random and I am with you however to end large boats or those that stay at high heat all the time not using any true skill anymore the randomness is where the true risk vs reward system comes in.
The percentages would not have to be very high till you are near the end of the heat scale however shutdowns should start around 40% range on the heat scale we have now.
CASE would still protect from ammo explosions again this is a risk vs rewards, do you drop something so you have case or do you risk going boom.
With the way the game has headed and all the damage being done in the terms of balance I wish the true game balancer took place with the simple heat scale.
I would like to here opinions on this and discuss why this would or would not work or maybe you have your own idea to alter the heat scale.My last note on this is; Keep in mind in TT you had full customization (depending on friends and GM) and the only thing that kept mechs in check from going so far out in the deep end like we have in the game was the heat scale nothing else mattered.
Okay most of you may know this some may not.
Heat in the TT was the ultimate play balance. It was the true risk vs reward system.
With that in mind I would love to see a conversion of the old 30 top heat scale over to the 100% system we use now.
My reasons for bringing this up is simple it was the overall checks and balance system and is what is lacking currently in MW:O. Every day there is a debate here or there on X vs Y however I never see the heat scale brought up. My Idea is rather simple you take : (see above)
With this scale in mind it could be a simple addition with tweaks to make it work.
-1 Movement could be a 20% -50% movement decrease depending on heat level.
+1 to fire could be used in a few ways depending on ease for the programmers you could do a drop in convergence or you could add a long cool down to fire again or you could make it so the weapon takes longer to fire.
Now for the part players would hate but is essential Ammo explosions on + X save rolls and the shutdown on + X save rolls.
People dislike random and I am with you however to end large boats or those that stay at high heat all the time not using any true skill anymore the randomness is where the true risk vs reward system comes in.
The percentages would not have to be very high till you are near the end of the heat scale however shutdowns should start around 40% range on the heat scale we have now.
CASE would still protect from ammo explosions again this is a risk vs rewards, do you drop something so you have case or do you risk going boom.
With the way the game has headed and all the damage being done in the terms of balance I wish the true game balancer took place with the simple heat scale.
I would like to here opinions on this and discuss why this would or would not work or maybe you have your own idea to alter the heat scale.My last note on this is; Keep in mind in TT you had full customization (depending on friends and GM) and the only thing that kept mechs in check from going so far out in the deep end like we have in the game was the heat scale nothing else mattered.
I agree that overhauling the entire heat system would fix these specific problems, but the game would play drastically different than the way it does now. I enjoy many of the settings they currently have just not the concentrated fire. Im all for them switching to a completely different heat system if it is funner than what it is now, but without any idea of how your proposal would play its hard to say if it would play any fun or not.
#44
Posted 02 July 2013 - 01:50 AM
SweetWarmIce, on 01 July 2013 - 08:07 PM, said:
Universal heat cap with heat penalties. Places a limit on alphas while giving leeway to chain fire sustained DPS.
Either that or make changes to convergence. The upcoming boating heat penalty may help but in the long run adding more pieces to the puzzle seems like a bad idea.
Either that or make changes to convergence. The upcoming boating heat penalty may help but in the long run adding more pieces to the puzzle seems like a bad idea.
I didnt even list changing convergence as an option.
Option E: Change convergence some way to nerf snipers. This is very similar to my proposal, but instead of stopping people from firing for .5 seconds it would harm the aiming if too many weapons are fired at once. My main problem with this is that if it isnt a very harsh aiming impairment then mechs at medium range would be hit by a possible high pinpoint alpha still. It would not really affect ac20 jeagers if it is too lax. In the end it doesnt end up very newb friendly just like mine as it would be a circumstantial effect to firing too many of something at once.
#45
Posted 02 July 2013 - 07:41 AM
jollyrancher1, on 02 July 2013 - 01:35 AM, said:
I agree that overhauling the entire heat system would fix these specific problems, but the game would play drastically different than the way it does now. I enjoy many of the settings they currently have just not the concentrated fire. Im all for them switching to a completely different heat system if it is funner than what it is now, but without any idea of how your proposal would play its hard to say if it would play any fun or not.
Okay a quick note 1 ammo explosions on overheat existed at one time when so few people were ever on and most were devs and some games were 4v4 because their wasn't enough on.
With the speed reductions coming to hills the coding for slowing down for heat wouldn't be that hard.
Random shutdowns may be a little hard to code in
And finally to hit mods if it was convergence then it would be the same effect caused by JJs.
I know 3 out of the 4 could easily be used and all 4 have aspects in the game already in some form.
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