Jump to content

Hi Paul, Heat Neutral Mechs Are Not Bad For The Game


301 replies to this topic

#261 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 20 December 2013 - 12:45 PM

View PostMustrumRidcully, on 20 December 2013 - 06:03 AM, said:

One problem of the current heat system is also that it doesn't really matter whether you install 2 extra DHS or one extra ton of ammo and one extra ton of armour. There is just so much wiggle room in the high heat threshold that you just won't feel the impact of this difference. A higher dissipation, lower threshold and actual heat penalties would make this distinction more important and make many build choices have more impact.


this is the biggest problem. external heatsinks, even doubles have very little value compared to engine heatsinks.

#262 kapusta11

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 3,860 posts

Posted 21 December 2013 - 02:49 AM

The ONE SINGLE PROBLEM of all energy weapons is that with double RoF (reduced cooldowns on all weapons) in MWO heat dissipation remained the same, period.

Actual RoF of lasers and ppcs is dictated not by their recycle times but by heat they produce divided by your hps dissipation. For example you're in Stalker with 2xERPPC and have 20 double heatsinks that means you have 64 heat cap and 3.4 hps dissipation. You fire two times an you'll be able to shoot next time in 30/3.4 = 8.8 sec. 2xERPPC deal 2 times less dps than a single gauss! Another example - 3xAC5 equal to 4x heat neutral PPC, first allowed, second - not. It's not ballistics OP its all energy weapons are garbage compared to them. SRMs have both heat (if you group them with lasers) and hit registration problems.

Heat system is supposed to do what ghost heat does now and there is nothing wrong or OP in being heat neutral, you're puting enough heatsinks to make energy weapons on par with ballistics already. Low cap, high dissipation solves everything related to heat and first (low cap) prevents high pinpoint alphas as you might think I forgot about (that 4xPPC I mentioned before).

Edited by kapusta11, 21 December 2013 - 03:00 AM.


#263 ThreeRun

    Rookie

  • 8 posts

Posted 21 December 2013 - 02:32 PM

View PostViktor Drake, on 10 August 2013 - 12:42 AM, said:

You guys are right on the money. Everything I have looked at or throught about screams to me that a direct translation of TT rules in regards to weapons, damage, heat and heat sinks, is the ultimate solution. I mean that system worked in TT for 23 years so I don't understand why they have to reinvent the wheel for MWO. Sure a few tweeks here or there but not a complete overhaul.

I have already posted numerous times that a ER PPC can only fire once ever 4 seconds whether it is heat neutral or not. This figure doesn't change so a ER PPC can only do a maximum of 2.5 DPS. That issue isn't an issue. What is an issue is being able to fire 4-6 of these at once and that is where heat balancing comes in.

Here is a prime example of table top using a waste heat scale of 30. If I mount 15 DHS that gaves me 30 heat I can disapate without worrying about penalties or going into shutdown or exploding. If I mount up to two ER PPCs, I never have to worry about heat but I can never exceed 5.0 DPS. If I want to exceed 5 DPS, I can chose to mount additional weapons however if I mount additional weapons I can no longer remain heat neutral.

Lets say I mount an additional ER PPC. Now when I fire all 3, I end up with 15 waste heat which makes my mech slow down and perform sluggishly. However I managed 7.5 DPS briefly. If I fire all three again rapidly, well unfortunatly I will probably shutdown and may explode because I need more time to get rid of my waste heat. However I managed to sustain that 7.5 DPS through 2 volleys. Or I can cycle my shots firing 2 ER PPCs, waiting 2 seconds, fire the last one, wait 2 seconds, fire 2 ER PPCs again, wait 2 second...so on and so forth.

Now lets say I add in one more to make it 4 ER PPCs. Now if I fire all at once, I can achieve 10.0 DPS for one shot or double what I can achieve while being heat neutral. However I go into immediate shutdown and maybe exlpode.

With this sort of heat system, yeah I can fire 2 ER PPCs all day long without worrying about heat, but I am never going to exceed 5.0 DPS with just 15 DHS. This is not an issue because the recycle time is the balancing factor in this case. However if I got to 3 ER PPCs, I not have to really start paying attention to heat management and 4 ER PPCs is virtually unusable.

Simple, easy, elegant and exactly how the TT system works.

Additonally it is a noob firendly system. Want your mech to be heat neutral? Well just make sure your maxium weapons heat doesn't exceed the number or heat sinks you have equiped. Weapons do 26 heat, you need 26 single or 13 double heat sinks to keep they cool. Add more heat without adding heat sinks, then your mech will overheat and you have to pay careful attention to what you fire and when. Simple and easy to understand.

Now obviously there would need to be tweeks and I don't think everything could be exactly a 100% translation but the tweeks would only have small effect on the system and be easy to balance with just minor adjustments like a PPC taking 4.5 seconds to recycle rather than 4.0. The key would be keeping as close to TT values as possible though.



One of the fatal flaws in these arguments is that you can still do that in this game as well. Load up 2-3 lasers, and load up 3 heatsinks per laser.

Mechcommander did the same thing. You loaded a 4 weight laser on your mechs for "short range" because those were actually medium lasers. The extra 3 weight came from the game designers assuming heat neutral and adding on the heatsinks to dissipate the heat from your groups of mechs when they ran around the map and fired.

The also did the same thing with autocannons. Loading up an autocannon gave you X amount of ammo and X amount of heatsinks, and I calculated out that they actually took the timeto put in the proper weight of the ammo and the right number of heat sinks to remain heat neutral for the AC5s and AC20s and guass rifles.

all of this is, of course, behind the scenes and hidden within the regular "weight" of the individual weapons. Only someone who was actively comparing stats from the game to sarna.net stats, like I did, would discover this.

And the truth is, those mechs could only pack on 2 medium lasers and an AC if they were a medium, or 6 lasers, or 2 AC20s and a few lasers and LRMs if they were a heavy, and all of this if they were IS mechs, with assumed standard engines and basic gear, etc.

What do people say when they see a 2 medium laser 1 ac medium in this game? "LOL stock? What a terrible mech!". Even if it may not be stock.

You have the ability to be heat neutral in this game, and just as probably, the low heat dissipation of heat sinks and the badness of DHS encourages alpha strikes with mass weapons because there's such a large resivoir of heat to use up but very difficult to dissipate.

View Posthashinshin, on 10 August 2013 - 02:32 AM, said:

In Mechwarrior (not Battletech, Battletech != Mechwarrior) heat has always been a crucial point of the game. When you think Mechwarrior you think overheating. As such, allowing widespread use of heat neutral mechs or heat neutral mechs to be strong at ALL would be removing a core gameplay concept.

Imagine playing call of duty without ammo. Or counterstrike, or battlefield, or which ever FPS is gonna make you the angriest.


I'll do you one better: Imagine if the players cried about being 3 shotted in CoD of counterstrike, so the devs decided to double or triple the HPs so it takes 10 shots to kill someone.

That's analogous to what they did for MWO, and I was here from the start when it went closed beta, telling them double armor is a bad idea and doesn't really help anything.

More hp simply encourages MORE blobbing because there's little possibility of quickly taking someone out when you're alone.

Would anyone enjoy counterstrike or CoD if they buffed HP to 10 shots required to kill someone? Do we regularly hear people crying about needing more HP?

They doubled armor, and then the doubled rate of fire, or even faster, so that "the game doesnt move slow".

They increased heat resivoir, and they decreased heat sink effectiveness, to combat alpha strikes, and then they added ghost heat, because they still wanted to combat boating, which makes "the game move slower".

It seems like they're building on some flawed concept from the start, and then deciding to add MORE onto those flawed concepts to try to "balance it out", instead of doing the logical course and admitting it was a mistake and reversing course. I see that a lot in ego driven game development. Cant admit a failure or misstep, we must make it work no matter how we break the game in making it seem like it works.


there's a host of other issues with the game as well. First one is how mechs actually TURN slower with smaller engines. in TT, mechs all turned the same rate, regardless of engine size, and as in MW2-3-4 as well. This makes sense. Not only is the battlemech "engine" not a torque engine as people would assume, in that it actually produce high voltage/current to make your mech actuate, it makes sense from a military doctrine standpoint as well, that you would require a minimum X amount of Voltage (or electromotive force/power/work) to do the functions of a battlemech that are most important; turning, aquiring targets, and aiming.

Speed takes a huge backseat to those far more important requirements, and it'd be not only logical but likely canonical as well that engine size isn't "put this engine in, turn slower", but "put this minimum size engine in to get turn/aquire functions, and increase engine size for more voltage/amp output to allow for increased foward and reverse velocities".

the engine speed relating to turning rate issue is one of the BIGGEST flaws in this game if they ever decided to put in the 32 kp/h annihilator. On the flipside of the coin, I've seen people using the awesome variant that can handle the 320 or bigger engine spin around on a dime, which is ridiculously overpowered, and only exacerbates the issue of speed, namely, you need even more to avoid assault mechs twinking with giant engines, when you're a tiny mech yourself, and you need even more to "keep up with the joneses" when in your own weight class.

It's speed creep.


[btw you can ask any Electrical Engineer if its possible to dynamically assign a strict amount of voltage to some parts and SHUNT any remaining voltage past that point into remaining electrical systems, they'd tell you it's easy as having transistors biased in switch mode.]

Edited by ThreeRun, 21 December 2013 - 02:51 PM.


#264 PanzerMagier

    Member

  • PipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 1,369 posts
  • Twitter: Link
  • Twitch: Link
  • LocationSome nameless backwater planet

Posted 22 December 2013 - 09:10 AM

High heat cap + low cooling = high alpha meta
Low heat cap + medium-high cooling = ?
Is editing a Weapons.XML really that hard? No, it isn't, Paul.

I'm not sure how the dev team missed that one and here we are, complaining about high alpha meta for about 3 years now...

#265 Noesis

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,436 posts
  • LocationIn the Lab

Posted 03 January 2014 - 07:58 PM

Heat dissipation being increased is the natural stabiliser to lowering the heat cap to reduce alpha in order that heat dependent weapons are not overly penalised. There would be subtle advantages for Mechs who can fit larger engines (having extra HS slots) or have the flexibility or tonnage to apply the use of more DHS with, even if at the compromise to other things.

#266 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 03 January 2014 - 08:14 PM

Speaking of a broken heat system, here is what happened when I pitted a Stalker with 57 SHS against a single Flamer:




Lulz.

Edited by FupDup, 03 January 2014 - 08:28 PM.


#267 Dock Steward

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 945 posts
  • LocationConnecticut

Posted 03 January 2014 - 08:28 PM

View PostFupDup, on 03 January 2014 - 08:14 PM, said:

Speaking of a broken heat system, here is what happened when I pitted a Stalker with 57 SHS against a single Flamer:




Talk about a worthless weapon. The only way that thing would be viable would be if you could somehow force the enemy to wield it.

#268 Lightfoot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,614 posts
  • LocationOlympus Mons

Posted 03 January 2014 - 08:44 PM

Basically MWO is balancing damage by removing Energy weapons from the game as a viable primary weapon. That makes MWO a non-MechWarrior and non-Battletech game even though PGI holds the liscence to use the Mechs and other content.

Why is that? Because any primary Energy loadout mech can't compete against Ballistic. You don't see this yet because we don't have CW and teams actually competing for goals and ranks. Once CW arrives any Mech that doesn't cut the cheeeze will not be used or purchased. Period. So no need to waste the development time on the unsupported energy mechs that few will buy. It's always this way in MechWarrior. The winning mechs get the reputation as do the losers.

So to support the highest number of Mech variants MWO needs to go to Battletech heat dissapation and accept that Energy-only mechs are very dangerous just like a ballistic boat is.

That brings us to Clan Tech. Clan Tech will not be affected by DHS 1.4 or Heat Scaling. Clan Mechs are the true GunWarriors. UAC10, UAC20, LB-20X and all Missiles, they don't need Energy weapons to dominate. By comparison however, Inner Sphere's best weapons are it's Lasers and PPCs and this is how Inner Sphere competes against Clan tech best. You will see how pooched MWO gets if PGI continues with DHS 1.4 and Heat Scale while trying to introduce Clan tech.

Now using this theory I have constructed Mechs that basically abandon Energy Weapons except for a finishing touch, so no Awesomes, Battlemasters, Thunderbolts, etc. and even using only Inner Sphere tech I won 25 out of 35 drops and put together a 12 game win streak. Maybe ELO was fooled because I was taking different Mechs? Clan tech will do this doubly well at least and the Inner Sphere's only way to compete will be it's lasers and PPCs which come close to Clan tech variants in the builds you can make, or could with Battletech heat Dissapation rates that match the faster recharges in MWO.

If the Mechs are being destroyed too fast, the balanced solution is to make them tougher in the areas player's are likely to shoot, not the virtual removal of Energy weapons and Energy primary Mechs as MWO has done.

#269 Harathan

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 970 posts
  • LocationSouthern California

Posted 02 April 2014 - 02:56 PM

Would love to get Dev reply on this one.

#270 Pygar

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,070 posts

Posted 02 April 2014 - 05:42 PM

View PostHarathan, on 02 April 2014 - 02:56 PM, said:

Would love to get Dev reply on this one.


I'm not a Dev, but can at least partially answer why this is like this:

IIRC, The 1.4 DHS nerf came about because of re-arm and repair costs...PGI was afraid that laser boating was a way of farming C-bills because they didn't need to reload at the end of matches, so they nerfed DHS as a way to keep laser boating in check.

They removed the repair and re-arm costs, but never changed DHS back- both because they supposedly are going to re-introduce repair and reloading costs at some point...and also because now after all the other things they have done with mechs and weapons, any change to DHS ends up being just as beneficial or even more beneficial to other weapons systems.

Worse still, now they are using "ghost heat" as a way to keep "boating" in check on the whole...so now they can't go back and fix any of this stuff without pretty much starting over from scratch.

---------------------------------------------

I have no explanation for FupDup's Flamer demonstration above....that is just plain broken, in couple different very stupid ways.

#271 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 02 April 2014 - 05:48 PM

Klaatu barada Niko



#272 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 02 April 2014 - 06:24 PM

View PostRoadbeer, on 02 April 2014 - 05:48 PM, said:

Klaatu barada Niko





<steps out of the shadows>
it's "nikto".
<steps back into the shadows>

#273 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 02 April 2014 - 06:27 PM

View PostMystere, on 02 April 2014 - 06:24 PM, said:


<steps out of the shadows>
it's "nikto".
<steps back into the shadows>

Yeah, but since we've necro'd a CM up as well....


See what I did there?

Edited by Roadbeer, 02 April 2014 - 06:28 PM.


#274 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 02 April 2014 - 06:31 PM

View PostRoadbeer, on 02 April 2014 - 06:27 PM, said:

Yeah, but since we've necro'd a CM up as well....


See what I did there?

Posted Image

#275 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 02 April 2014 - 10:48 PM

I don't know, I still like this thread.

Oh non-existing supernatural entity, that makes me necrophil, right?

#276 Harathan

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 970 posts
  • LocationSouthern California

Posted 03 April 2014 - 08:04 AM

Sorry, I felt it was worth necroing.

#277 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 03 April 2014 - 09:41 AM

View PostMystere, on 02 April 2014 - 06:24 PM, said:


<steps out of the shadows>
it's "nikto".
<steps back into the shadows>

Wasn't it Neck tie?

View PostFupDup, on 03 January 2014 - 08:14 PM, said:

Speaking of a broken heat system, here is what happened when I pitted a Stalker with 57 SHS against a single Flamer:




Lulz.

What. The. ****?

And yes I actually spelled that out. It deserved the actual profanity!

#278 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 03 April 2014 - 11:44 AM

This thread was worth a necro.

The delusion that heat-neutrality is bad is something that Paul needs to understand is just that: A delusion.

Most 'mechs in BattleTech were designed to be heat neutral under normal operation - hence the heat penalties that started at just 5 points of residual heat. In some situations it was worth taking a few penalties for a round or two to fire more weapons and maybe get a kill, but that was a player choice that had consequences.

MWO is almost entirely bereft of that mechanic. You're as fast, agile, and dangerous at 99% heat as you are at 0% heat. A very important mechanic has been totally side-lined by PGI, and MWO is a worse game because of it.

#279 BourbonFaucet

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 767 posts

Posted 03 April 2014 - 12:11 PM

I absolutely hate the current heat system, it's probably the thing I like the least about MWO.

Whenever I put more heatsinks on, I know that I'm not really contributing to dissipation, but instead "buying" more alphas with my main weapons for raw tonnage, due to the very poor heat cap vs dissipation gained for each sink added.

Definitely should lower the heat cap allowed and increase dissipation. And if you wanted to make SHS more viable, let THEM keep the high cap low dissipation idea.

#280 Nicholas Carlyle

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • 5,958 posts
  • LocationMiddletown, DE

Posted 03 April 2014 - 12:18 PM

View Poststjobe, on 03 April 2014 - 11:44 AM, said:

This thread was worth a necro.

The delusion that heat-neutrality is bad is something that Paul needs to understand is just that: A delusion.

Most 'mechs in BattleTech were designed to be heat neutral under normal operation - hence the heat penalties that started at just 5 points of residual heat. In some situations it was worth taking a few penalties for a round or two to fire more weapons and maybe get a kill, but that was a player choice that had consequences.

MWO is almost entirely bereft of that mechanic. You're as fast, agile, and dangerous at 99% heat as you are at 0% heat. A very important mechanic has been totally side-lined by PGI, and MWO is a worse game because of it.


I think beside instant pinpoint convergence, the heat system is probably the thing creating most of the issues in this game.

And it's SO freaking easy to fix.

It's very frustrating, because it would allow them to keep the customization system in place (which is also bad), but minimize it's impact. Because you couldn't do something like shoot 4 PPC's without consequences.

And no Ghost Heat required.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users