I don't really have many problems with heat neutral mechs, I guess if you had some baseline where this is the max dps you can do and still have heat neutrality, then rebalance every weapon around this new scale.
Weapons above the new DPS baseline would get more heat to make them non heat neutral.
(or at least, less neutral than the ones at the baseline)
Weapons below the baseline would get other advantages.
(like mgs for example)
Not sure if I explained that right, but doing anything to make the game more heat neutral is a fairly big change to how the game is played.
FatBabyThompkins, on 30 July 2013 - 05:06 AM, said:
I could very easily get behind, and even believe, in a time based convergence system that accounted for personal speed and movement. A pinpoint that grows when you move or torso twist fast. Slow and steady, got your on shot target. Fast and loose, shots are wild. Would reduce or even eliminate poptarts. Snipers would need to expose themselves longer to get a better shot (move out of cover and then stand still to home in the sights). Lights would suffer in particular unless they get very close, and even then, they're not directing all damage to one location (6ML Jenner), unless they stop. The death of any light mech. Speed and accuracy are mutually exclusive. Speed and survivability are mutually inclusive. Stand still to gain accuracy at the expense of survivability. Move to avoid shots at the expense of accuracy. This concept would even reduce pin-point alpha as it would inherently become less common. Good shots would be rewarded for what they are: good shots by those balancing risk vs reward.
While this is a little offtopic I wanted to reply to it.
Why bother with adding mechanics like that when you can get the same effect by just seperating convergance of weapons. (removing it basically.)
I'll leave this fairly crap photoshop I did of what the recticles for an atlas would look like.
As you can see, at 200m if an atlas alphaed he would hit the top of the commandos leg with his AC/20, the commandos arms with his arm weapons, and the top left (or over the shoulder) of the commando with his SRMS.
The further the range, the more you have to adjust for the 5 sections of a mech that can hold weapons.
The closer you get the more confined the dmg you deal from all 5 sections, meaning a light that is close is still going to be easy to hit...well just as easy as it is now really, except you are forcing spread dmg without any silly mechanics people cannot understand easy.
Edited by Fooooo, 30 July 2013 - 05:22 AM.