MustrumRidcully, on 07 July 2013 - 01:15 AM, said:
And it always lead to the same result - boating. Maybe with a few more weapon options for what you boat, but mixing weapons (and I am not event alking about mixing ranges or stuff like that) never worked well.
It would be nice to see a Mechwarrior title that gives some reasons to not just boat.
That will never happen without heat penalties and actual balancing mechanics rather than trying to paper balance everything. What they are doing is simply balancing from the source I.E. each individual weapon, which given the nature of min/maxing, will always lead to some superior FOTM build or weapon that will always outperform in any situation because there are no other limiting factors to weapons besides DPS and Heat.
Heat is nothing more than a dynamic scale of how much or how many times you can fire in a given time period. IF heat actually had consequences other than a simple hard limit of shutting down when you reach 100%, you would see more valid uses of different weapons depending on those consequences and how they affect each weapon system.
For example, say as a consequence of heat at 75% heat your HUD shuts down. For a brawler this wouldn't be a huge hindrance or issue because you are so close you can guesstimate where to shoot. However for a PPC sniper, trying to guesstimate your shot on a specific component at 500-700 meters without a crosshair would be mildly to extremely difficult depending on player skill more or less. It's just a simple example, but it shows how you can change the game play using dynamic balance rather than static or hard balance.
I mean there are lots of things you could do, movement penalties, convergence penalties to shunt some of the focus from high alpha rinse and repeat sniper builds, torso twist speed penalties etc....
Edited by Windies, 07 July 2013 - 01:27 AM.