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Heatscale Changes Vs Hardpoint Limits? - The Actual Difference?


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#1 Jasen

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Posted 30 July 2013 - 11:58 AM

So I'm keeping this short so don't expect long winded perfect examples...

So I was looking at the heat scale changes, and basically they are just trying to limit X amount of whatevs to being useful on the mechs before an arbitrary penalty makes them useless...

So then compare the results of that to what the results of a competent hardpoint sizing model would do...

Basically the same?


I just know some were bitching about hardpoints due to it limiting customization, but doesn't this heatscale **** do the exact same thing, in a completely convoluted manner?

Someone with time could make a graph of "optimal builds in heatscale" vs "optimal builds with hardpoint sizes" and I'd bet dollars to doughnuts they are basically the same.

discuss...

#2 FupDup

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Posted 30 July 2013 - 01:11 PM

Hardpoints also have the added benefit of giving mechs like the Awesome a legitimate role to fill, whereas the heat scale doesn't do crap for it.

#3 John MatriX82

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Posted 30 July 2013 - 01:16 PM

View PostFupDup, on 30 July 2013 - 01:11 PM, said:

Hardpoints also have the added benefit of giving mechs like the Awesome a legitimate role to fill, whereas the heat scale doesn't do crap for it.


^This. Think of leave Q8s and 9Ms to be the only ones capable to bear 3 PPCs while the rest is limited to 2 (via hardpoints) and suddendly they would become a counterable but more respected chassis.

#4 DeeBeeP

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Posted 30 July 2013 - 01:53 PM

A while back I actually did a mock-up of what something like MW4's hard-point system would look like in the mechlab. I just did it for myself but I guess it wouldn't hurt to show.

Posted Image

#5 Antony Weiner

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Posted 30 July 2013 - 01:58 PM

Gentlemen, you have identified the key problem with the MWO mech customization model. It is, indeed, the very root of 9 out of 10 balancing issues.

Now, prepare for nothing happening.

#6 skullman86

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Posted 30 July 2013 - 03:00 PM

Hardpoint sizing forces users to build within specified parameters while heat penalties strive for a similar type of balance without the use of any visible boundaries, giving the illusion that there are still choices.

Instead of being told exactly what you can or cant do, you are given the freedom to do whatever you want and then punished for making the "wrong" decisions (mechlab Russian roulette for anyone that doesn't know about the underlying systems).

Edited by skullman86, 30 July 2013 - 03:04 PM.


#7 AC

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Posted 30 July 2013 - 06:37 PM

The heat scale thing is EXTREMELY convoluted compared to a simple slot limitation. I have been an advocate for slot limitations since CLOSED BETA! Where I pointed out that every chassis they release was breaking the weapons balance. And a simple chassis like the K2 cat was OP because you could swap machine guns for gauss and AC20's. But PGI didn't listen back then, and they probably won't listen now......

... But they should AND implement it before game release. There is a reason why Battletech added critical space differences between the weapons. Some are larger, some are smaller, and this fact should be used to help balance not only the weapons overall, but the chassis as well.





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