Zerikin, on 11 July 2013 - 11:54 AM, said:
Heat scaling will not fix the alpha strike meta. The core of the problem is the ability to have all the damage hit a single point.
I disagree. Adding a heat scale affects table similar to TT would address the issue across ANY build (not just boats) and reintroduce heat management as a necessary skill for this game.
At minimal heat, you can get off that first alpha as 'pin point' as you like, however, you pay for that with a 'normal' increase in heat, and as your heat goes up, your ability to aim accurately and have 'pin point' convergence could be affected, as well as, your speed being ever more reduced as your heat goes up.
What PGI has FOOLISHLY decided to do is introduce a ONE OFF solution SPECIFIC to a very narrow build genre, namely BOATS.
However, as the penalties increase, all that's going to happen is you'll have people building 'mechs with the maximum non-penalized weapon array, 2 PPC's, 2 LL, 6 ML, etc. etc. etc., and the problem will still be that these people will be firing alphas upwards of 6 times in a row before an actual affect from the heat their weapons generate becomes a factor.
Again, it's canonically stupid to have the current heat affects table:
0%-99% maximum heat = NO ILL AFFECT
100% maximum heat = SHUT DOWN (for maybe around 30 seconds depending on Pilot Skill)
+100% = random internal damage
There are all sorts of creative things they could be adding:
0% - 25% maximum heat = NO ILL AFFECT
26% - 30% maximum heat = 10% speed reduction, 5% targeting drift, 5% weapon de-convergence
31% - 50% maximum heat = 20% speed reduction, 10% targeting drift, 10% weapon de-convergence
51% - 75% maximum heat = 35% speed reduction, 20% targeting drift, 15% weapon de-convergence, 15% increase in energy weapon recycle time, a chance at pilot 'red out' (like passing out only the screen goes red for random durations)
75% - 90% maximum heat = 50% speed reduction, 30% targeting drift, 50% weapon de-convergence, 25% increase in energy weapon recycle time, an increased chance at pilot 'red out', certain percentage chance for ammo explosion
90% -100% maximum heat = shut down, potential ammo explosions, and additional internal component damage.
THIS, although certainly more difficult to implement, would make MUCH MORE SENSE than alpha penalization. People who wanted to build boats could still do it, BUT, they'd have to be aware of the affect heat will have on their build. So instead of getting off 2 or 3 alphas then worrying about heat, they fire their alpha and have to debate:
Alpha again and risk it (who's close? am I exposed?)
Hide and cool
Start firing more slowly maintain heat at current levels (or slow cooling then alpha again)
So on and so forth.
Again, emphasis through repetition, the nice thing is, a heat affects table solution affect ALL builds in the same way, not just the boats. EVERY build where the pilot was running hot would be affected. So that Raven doing 150kph firing 3 ML's and 3 SSRM's continuously will start running more and more slowly as his heat builds up, he'll have a harder and harder time getting and maintaining locks for his streaks. His ML's will take longer to recycle and they won't all hit the exact same point on the target... Just like for the Atlas with an AC20, PPC's, LRM's and ML's... Or the Streakapault , etc. etc.
It builds a more rich game, but as it is with their current solution... heck PGI just borrowed SOE's nerf bat and started beating its player base in the crotch...
Edited by Dimento Graven, 22 July 2013 - 09:28 AM.