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


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#81 Kunae

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Posted 30 July 2013 - 01:18 PM

2-Gauss K2 = heat neutral mech.
1ML 4 MG spider or Cicada = heat neutral mechs.

Not imbalanced.

#82 Jungle Rhino

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Posted 30 July 2013 - 02:14 PM

Guys you are taking this concept too far. It is not about increasing dissapation massively to make 4 PPCs heat neutral, that would be ridiculous. Instead it is only a SMALL boost to dissapation that is needed (I would suggest by making all doubles actually doubles). But couple that with a LARGE reduction to heat capacity.

The problem is where to fix that heat capacity. In TT the capacity is actually relative to excess heat generated - not total heat generated. Which is a little odd to get your head around admittedly. My question is this: Should heat capacity just be set at 30 for ALL mechs regardless of the number or type of heatsinks? This would make singles a heck of a lot more competitive with doubles and also keep large alphas to a sensible size.

OR

Do we keep the link between heatsinks and increasing capacity - Could do this simply by just halving the existing heat caps? Or remove the +30 from the formula entirely. The heat scale in MWO is measuring a different parameter than the heat scale in TT so keeping +30 just for the heck of it makes no sense whatsoever.

btw what are these alleged HN builds that Paul is scared of? I cannot for the life of me figure out what they are unless you literally triple the dissapation rates?

#83 Koniving

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Posted 30 July 2013 - 03:01 PM

(The only reason I'm picking at these is when you put "heat neutral" with "OMG 4 PPCs" or "OMG 2 ER PPCs" with "heat neutral" when it is not true then you're only encouraging PGI's paranoid fears as to why not to use this system despite how it benefits the game in every feasible way).

View PostViktor Drake, on 30 July 2013 - 11:58 AM, said:

If heat were functioning properly, a Quickdraw could run two ER PPCs completely heat neutral with 16 DHS and only begin to accumulate heat if he added in his MLs and SRMs. You don't have to cut the firepower in half because heat sinks should be dissipating alot more heat.


Fair argument on what is not quoted but I wouldn't call that heat neutral.
Spoiler


Heat neutral would be you cool in exactly 4. In tabletop you're heat neutral because you fire one, wait, fire another, wait, wait, wait out your 10 seconds. Remember we're in real time. MWO you'd be able to fire both at the same time with the proposed system due to current ER PPC heat. It may also be heat neutral at 15 heat in TT, but again that's a 10 second turn not the 4 seconds firing rate.

You can't call it heat neutral unless you're back to zero when you fire them again. That's the definition of heat neutral, no longer has any heat when ready to fire again.

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

View PostMustrumRidcully, on 30 July 2013 - 12:20 PM, said:


Let's say you have 20 DHS and 4 PPCs. You're heat neutral, so you can fire all day long if you want to.

But every salvo produces 32 heat. That is too much heat in one shot, you would overheat every alpha.
So you have to spread the shots. You need to build in a 0.5 second delay minimum between the salvos to avoid overheating.


Latter part is true.
The prior.. 4 PPCs wouldn't be heat neutral in a 4 second firing span (the recycle time). 2 would be with your 20 DHS, but not 4.
Spoiler


-----------------
The basic gist of the heat capacity proposal that's a part of this thread is:
We are only getting 0.06 dissipation per heatsink beyond 10 and a CRITICAL drop in maximum capacity (in some builds as huge as a loss of 50 points of maximum heat before shutdown [capacity]). It's not the end of the world or about invincible builds that can do crazy things.

Ever run the trial blackjack? Cut that maximum alpha strike potential BACK by 10 heat (that's 2 and a half fewer lasers you can fire), and double the cooling rate if you have DHS. That's it.

This video has 2 mechs with 40 capacity, 1.0 cooling (SHS). This is the closest one can demonstrate for you on MWO. 2 ML, 2 AC/2 and another LB-10x, 2 ML, LRM-10.

This one has another two matches with the same capacity and heatsink count, sporting 1 missile, 1 AC/20, and 2 ML for both.

Basically your alpha strike abilities would be Lower than a Stock or Trial mech in MWO's current 10 SHS standard. Your safe heat level would be lower than your typical stock / trial mech by 10 points of heat. (30 instead of 40).
Your cooling abilities would be increased by 0.06 per second (0.6 per 10 seconds) per DHS beyond 10 to compensate.

That's it. In the long run you fire less, you alpha less, you spend more time moving and running around, and you see that bar rise and drop by insane percentages because of how much smaller it is compared to your average 50 to 88.6(max possible at the moment) capacity that you have now.

View PostJungle Rhino, on 30 July 2013 - 02:14 PM, said:

Do we keep the link between heatsinks and increasing capacity - Could do this simply by just halving the existing heat caps? Or remove the +30 from the formula entirely. The heat scale in MWO is measuring a different parameter than the heat scale in TT so keeping +30 just for the heck of it makes no sense whatsoever.


I'm afraid of that. Here's why. If we start at zero your basic 10 heatsinks have 10 capacity. You can't even fire 3 lasers without killing yourself. 10 DHS gives you 20 capacity.
15 DHS gives you 20 + 7 = 27 capacity.
22 DHS gives you 20 + 16.8 = 36.8 capacity.
Far too many shutdowns. Holy crap unless you're in an Atlas the game would be absolutely NO fun!
This royally screws over lights and mediums much like the current system.
If you can't hold a 250 engine, you're screwed further.

Edited by Koniving, 30 July 2013 - 03:10 PM.


#84 Roland

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Posted 30 July 2013 - 03:05 PM

Quote

I remember PvE in Mechwarrior 3. If you made a ERML boat, you could basically oneshot enemy mechs. That hadn't anything to do with being heat neutral, it was simply that you could stack too much damage in one mech and put it all in one spot thanks to perfect pinpoint convergence.

Exactly. It had nothing to do with heat. It had everything to do with the fact that you could pack as many medium lasers onto a mech as you had tonnage, and they'd all combine into a single uber laser.

Got 15 tons free? Here's a 75 point alpha strike for you!

It's troubling if the PGI guys think that the problem with the gun-bags in MW3 was "heat neutrality".

#85 Deathlike

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Posted 30 July 2013 - 03:30 PM

In MW3, everyone wanted to play cold maps, and if you did, you'd have 12 ermeds fired in 3 groups of 4... just to make sure you'd not overheat and die, but also figure out everyone's lag shield. There would be less meds in hotter maps (like 6-8 ermeds, in 2 groups).

It wasn't quite the same alphawarrior as people are trying to claim it as.

#86 Koniving

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Posted 30 July 2013 - 04:57 PM

View PostFatBabyThompkins, on 30 July 2013 - 06:12 AM, said:

The overall idea was to distract the human behind the keyboard when they are running high heat. It is not an end-all-be-all solution, but something that could penalize those heat banking. As for skill, those with the ability to learn and overcome will adapt thereby increasing skill cap. Note: this is only a graphical reticule jump, not weapons will fire where the reticule jumps to. So they'll still fire forward (or where your reticule actually is), but your targeting computer is overheating and can't accurately represent that information to you.


I like the concept. But unless your actual shots jump to random places like on with JJ flight, yeah, it won't really have an effect.
Personally I think if you have armlock on and you hit this, it should 'disengage' armlock randomly. I'd put an evil smiley but there aren't any.

#87 mania3c

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Posted 30 July 2013 - 06:25 PM

View PostMustrumRidcully, on 30 July 2013 - 12:20 PM, said:

Pretty much this.

Let's say you have 20 DHS and 4 PPCs. You're heat neutral, so you can fire all day long if you want to.

But every salvo produces 32 heat. That is too much heat in one shot, you would overheat every alpha.
So you have to spread the shots. You need to build in a 0.5 second delay minimum between the salvos to avoid overheating.

Since you have to chain-fire in some manner now anyway, you can also consider running another mech that requires you to chain-fire, like a mech mixing two different weapon types. You could build a 2 PPC + 2 ER LL build for example, and use the spare weight for some short range side arm like an SRM6 or few medium lasers.
(Note: the game is still not perfectly designed for this, since PPC, ER LL and SRM6 have different cycle times - if we could adjust that, too, we get closer to making versatile loadouts to be competitive - the more weapons you can mix and put into an ideal power rotation, the merrier)

While this make sense.. I don't believe this would improve the game.. actually.. i think I wouldn't enjoy meta under these conditions at all..

If heat neutrals build ..and I mean strong neutral builds (dual gauss is not really that strong..ticking bomb next to your XL engine) would be possible..meta would basically shift to these builds and game would be really...messy.. basically best way to fight would be shoot nonstop ..with maybe just few weapons at a time...but nonstop chain-firing..laser show everywhere.. and honestly..it is much further from good mechwarrior feel than what we have now..

Yes..huge alphas are bad..but hell..it's still better than some spam fest without any heat management..

I don't like over complicated solution too..but more I think about it, more I believe current systems are step in right direction..

Edited by mania3c, 30 July 2013 - 06:26 PM.


#88 Xerxys

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Posted 30 July 2013 - 10:14 PM

View PostNamais, on 30 July 2013 - 04:52 AM, said:

Also on the gauss equation - let's not forget that you're forced to carry volatile ammo for it. That doesn't have a tangible impact on the damage math but does make a huge difference to the big picture when comparing weapons.


They way PGI has it now, gauss ammo will not explode

#89 Xerxys

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Posted 30 July 2013 - 10:40 PM

View PostDracol, on 30 July 2013 - 05:25 AM, said:

In prior mechwarrior games, heat neutral laser builds were an issue. IMHO, I believe Paul was referencing those types of builds when he made his comment. Heat neutral ballistic builds have to manage ammo instead of heat.


But they never have to worry about overheating and being a huge immobile target unless they have the worst fire control in the world. I still don't see why this is an issue. I'm heat neutral, but I can only get you with 15-20 damage at a time or fall back on fire control. The game as is stands right now benefits ballistic players greatly and bends over and rapes energy builds. Lasers are so heat inefficient, even with PGI dbl heat sinks, that they severely hamper any energy build. Everyone is crying about how OP PPCs are and that gauss rifles are crap now. I've never done more damage as quickly and as constantly as I have since buying my Firebrand and it duals GRs. You're complaining about heat neutral mechs, but they're already in the game. You just have to have a ballistics build to have one. What most people are asking for is an equal heat neutral energy build. And yes they do have ammo, it's just called double heat sinks, and no matter how many you have you can't fire willy nilly like I can with my Firebrand.

#90 Xerxys

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Posted 30 July 2013 - 10:44 PM

View PostMustrumRidcully, on 30 July 2013 - 05:10 AM, said:

I have to disagree here, however - DHS are still a seizable upgrade. You will need to do a lot more to change that. What would be a lot better is that stock mech configs would appear more workable despite being stuck with SHS, and upgrading to DHS would make them "overcooled".

If we don't want DHS a clear-cut always-required update, I would probably change one fundamental rule: Engine heat sinks are always treated as single heat sinks. That way, you don't get a free 10 heat sinks out of the upgrade, which is the equivalent of giving every mech 10 extra tons to be spend on energy weapons. This would hurt stock DHS builds, however, which may cause issues.

It's utlimately a design decision: DO we want new tech to be upgrades like they were designed to be in the table top, or are they side grades? PGI never made a clear-cut statement on what they wanted - they are mucking around the issue, basically. Both are viable options, I think, but you should probably segregate low level tech players from high level tech players, just like most modern MMOs don't force 1st level players with their Rusty Longswrods to fight in PvP with endgame players with their epic level ultra-rare +20 Vorpal Longswords of PvP Baddassitude.


If the heat system was working the way it should and was more inline with how TT played out I could agree with you, but as it is now PGI's BS 1.4 heat sinks with this broken heat system are a laughable joke. But they have to give you reason to buy their cool shots, so....

#91 Xerxys

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Posted 30 July 2013 - 11:02 PM

View PostRoyalewithcheese, on 30 July 2013 - 06:29 AM, said:

The thing to remember re BF/CoD is that TTK in those games is measured in milliseconds or, if sniping, the time it takes to pull the trigger. Spread and a time cost to eliminate spread is specifically designed to mitigate that. TTK is much less important in MWO.

If we're talking about MWO convergence, it's important to remember that lasers and DPS weapons pretty conclusively demonstrate that convergence is not the problem and the ability to aim is not the problem. The problem only arises in situations where you can instantly land large amounts of damage. If we limited the number of PPC/gauss/AC20 type weapons, this wouldn't be an issue.


You would find people abandoning those builds for more moderate builds if the heat system wasn't dicked up and then some. Being able to create heat neutral mechs would allow for more brawling builds, better battles and a lot more variety on the field. With the heat the way it is now the optimal build is the high heat hugely front loaded damage. You'd probably be surprised how much of a threat those laser boats would be if the didn't over heat after 10 seconds. Chain firing was supposed to be the symbiotic firing method to a heat managed build so they could keep up a sustained damage output instead of this alpha strike, alpha strike, run away and cool off crap that we have now.

The heat cap would also prevent these cheese builds that everyone complains about, and I don't care if a 3 PPC Awesome 8Q is heat neutral. It still has to fire the ppcs in more of a chain fire method which limits the burst output and gives people a fighting chance. I made a 4 ERPPC stalker and I absolutely wrecked my opponents, but I also overheated after every salvo. The heat cap would eliminate that and unless PGI makes the mech go nova if they tried something like this, the kill count would be low as the massive heat would destroy their electronics.

If PGI does make them go nova we could just call the build a nova bomb. Rush into a group of enemy and alpha strike to go nova and kill them all.

Edited by Xerxys, 30 July 2013 - 11:05 PM.


#92 Nothing Whatsoever

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Posted 31 July 2013 - 12:04 AM

View PostKoniving, on 30 July 2013 - 06:44 AM, said:

To Tolkien on the Awesome firing 3 ER PPCs at once and "alpha all day."
Spoiler

-----------------------------------
Now, to everyone.

More tabletop musings! Atlas K versus Marauder and Mercury. (Just because it's so much fun! Ripe with juicy details on second by second awesomeness)
Spoiler


The OPs suggestion (which has been a widespread request, demand, and foot-grovelling plea for some time by much of the community that pays in to this game) sounds awesome, but why do we need a 30 capacity? What's wrong with the current system?
Spoiler


How would the proposed 30 capacity affect you?
Spoiler

Role warfare and tactical gaming would increase significantly. Mechs would live longer without increase armor even further. The PPC meta would come to a crippling halt without the penalty system. Twin AC/20 builds would find heat to be troublesome without the penalty system. AC/10s might become a new meta ( :)) and well, things would generally be a little easier on everyone. Lights and mediums would benefit the most, while heavies and assaults would find a dire need to have mediums protecting them.



If PGI keeps the Heat Containment unlock, instead of extreme changes as demonstrated in "What's wrong with the current system," any mech's capacity would be upgraded by 6 (30+ 20% for elite 2x basic Heat Containment unlock = 36). Which would allow you to fire 3 MWO's ER PPCs without shutting down except on hot planets. On mild temperatures you'd have to do so while standing still. In frozen city you can do so while walking.

MWO's "Cool Run" unlock would have to go, however, so as to not create a new problem.

The new metas would shift toward small lasers, SPL, ML, MPL, LL (it'd be safe to use 4 again provided you remove the penalty on them), and ACs. Lots of ACs. But ACs and Gauss Rifles in 12 vs 12 are NEVER going to have enough ammo.

That brings me to point number 2... Minor Autocannon tweaks and eventual introduction of Variants.
Spoiler


This is MWO with a 40 unit capacity. (30 base + 10 SHS.) A 30 unit capacity would bring the percentages down faster even with SHS, but each shot would also bring it up on the percentage by 25% more than any weapon demonstrates in this video. Notice the heat management I have to do. Choosing between firing 2 lasers at once or chainfiring. Pausing to cool a little before I fire my AC/20. That's the goal here; a true mechwarrior experience balanced by heat management.

How would my course of thinking and level of fun change with the new lower capacity (severely restricting alpha strikes) and faster heat dissipation (cooling)?
Spoiler


Thank you all for your time.

Edit: Added short and detailed explanations as to what's wrong with the current MWO capacity system.

View PostKoniving, on 30 July 2013 - 11:26 AM, said:


Actually 4 ML Jenners wouldn't be heat neutral without being at less than 120 kph with canonical heat values. But MLs do 4 heat instead of 3 each.

Going with Smurfy's listed value for an SPL times 6... The 6 SPL rig generates 14.4 heat per alpha, burns and recharges to fire again in a total of 3 seconds. All calculations here are using currently listed MWO heat levels for 6 SPL.
In this build http://mwo.smurfy-ne...7787201ceab6f3b with the proposed values...
Spoiler

[size=4]You'd shut down in 15 seconds of constant fire.

MWO's current system:
Spoiler

24 seconds hits 53.76, and 25 seconds hits 56 to shutdown.

That is not including pilot unlocks of 15% faster cooling with Cool Run elite-level and 20% increase in capacity with Heat Containment.

Proposed system hurts your 6 SPL 'heat neutral' rig while MWO's current system rewards it with an insane firing time and dps.

To be heat neutral it'd need to cut down to 3 SPL at the most. Then he'd have to stay within 90 meters to do anything.

To be heat neutral with 14 DHS it'd have to be 2 ML. You could use 2 ML. But once you get any higher than that you're generating more heat than you can sink.


Thank you for taking the time to detail a few scenarios and comparing them. Very informative on how the proposed system would work in context of MWO.



I figure that this kind of change seems like it would improve the MWO experience IMHO, and I assume that the devs would not need to make that many changes to implement this for at the very least, testing.

The best part I think is that once meeting the enemy doesn't result in a flash of weapons fire of within two or so minutes, with mechs dropping quickly from so much damage getting dealt, like we currently have.

#93 MustrumRidcully

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Posted 31 July 2013 - 02:46 AM

View PostKaldor, on 30 July 2013 - 12:47 PM, said:

Mustrum,

As much as I respect you, you are preaching into a hurricane. The devs are not listening. We have hashed this idea over a couple hundred times across various threads on these forums over the last year. I know, I championed this idea for the last 9 nine months or so after someone explained to me how the real tabletop mechanics work.

Still we see nothing.

The simplest solution often turns out to be the best one. Unfortunately, the simple solution is being ignored.

I know. But hey, when in 10 years, someone has the glorious idea to make a Mechwarrior game, even though everyone says there isn't any money in it, IGP and PGI provded that, maybe he will have read this forums and heard of the idea?

Oh, I don't know. I guess I am just getting insane, repeating the same thing over and over and expecting different results.

#94 Desdain

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Posted 31 July 2013 - 04:06 AM

View PostNamais, on 30 July 2013 - 07:14 AM, said:


Are you really going to stand behind a tenth of the OED definition there? Mathematically volatile is not chemically volatile.

However - pick whichever one you like. If the ammo is destroyed you no longer own it making your ammo pool volatile. Once you've decided which definition best suits you whilst still making precisely the same point, take it, and your tediously obvious e-peen somewhere else.

I don't know why I'm replying to this, but he's correct. Gauss ammo is not volatile. We have dictionaries for a reason (an agreed upon standard meaning for words.) Your point about mathematically and chemically is irrelevant.

#95 Mack1

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Posted 31 July 2013 - 04:16 AM

It's almost as if the Devs run lights more than any other Mech....oh wait

#96 Prezimonto

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Posted 31 July 2013 - 05:00 AM

What also doesn't help in the slightest is that double heat sinks are always better (barring a very small number of Assault mech builds) and there's no downside to taking them. Back when RnR was in the game (not that I think it's good mechanism to balance around) upgrades were painful to run for new players trying to earn cash.... so not every build went doubles, but as we saw then it was Pay to Win with premium time as you could then afford expensive builds.

What we need is a good reason to take singles vs. double heat sinks. Double heat sinks combined with the high heat threshold are a huge reason people can boat silly amounts of weapons without chain fire.

#97 Roland

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Posted 31 July 2013 - 05:08 AM

View PostNamais, on 31 July 2013 - 04:54 AM, said:

http://oxforddiction...nglish/volatile

http://www.merriam-w...ionary/volatile

http://dictionary.ca...ritish/volatile

Spot the explosion. Anywhere.

I do resent being elucidated to on word definitions by people who clearly stopped reading the moment their education ceased requiring them to.

If you ask Google to define volatile, the first two links that come up both include explosive in the definition.

Generally, volatile is considered a synonym for explosive in the english language. When talking about things like ammunition, it's definitely the case. Gauss ammunition in Battletech and MWO would not be considered volatile.

When someone says that ammunition in a mech is volatile, they mean that it can explode. Not that you can change the ammount of ammunition. No one would describe heat sinks as volatile.

#98 Roland

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Posted 31 July 2013 - 05:32 AM

View PostNamais, on 31 July 2013 - 05:10 AM, said:

They would if they had a decent command of the ******* language. If a value is subject to change, it is ******* volatile.

But no one is referring to the number of rounds when they describe ammunition as volatile. They are referring to the rounds themselves.

If someone was talking about the amount of ammunition being volatile, then you'd be correct, but no one is saying that.

#99 Buehgler

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Posted 31 July 2013 - 05:38 AM

Based on what I have seen in this thread, I am growing more convinced that lowering the heat cap and increasing heat dissipation is a viable strategies to discouraging the super high-alpha builds and the associated peek and shoot play style they require. Although I am also in favor of "fixing" the convergence issue, but that is a different topic.

The one problem that seems to persist with bringing TT heat mechanics to MWO (not that I ever played much TT) seems to be the "heat spike" associated with the MWO mechanics of giving you the heat for firing the weapons instantly. This has apparently encouraged the expanded (and heat sink based) heat cap mechanism and in turn the reduced heat dissipation mechanic and thus made heat neutral builds difficult/impossible. So why not lower the heat cap to a fixed 30 (or maybe provide some small bonus for more heat sinks), consider increasing the dissipation (and maybe make doubles really 2.0) and then most importantly spread the heat production of weapons out in time. Specifically, having the heat production spread over the cycle time of the weapon (or some fraction of it) would reduce the spike and reward builds with more heat sinks with the ability to stay in a fight rather than produce more/larger alpha strikes. A PPC and an AC2 would both require 20 units of heat sink to run heat neutral, but with 2 of either and no additional heat sinks you would reach the heat cap in 15 seconds of full rate fire. and a 4 PPC build with 20 units of heats sink would only be able to produce 2 alpha strikes before overheating significantly.

#100 Tombstoner

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Posted 31 July 2013 - 05:38 AM

View PostMustrumRidcully, on 31 July 2013 - 02:46 AM, said:

I know. But hey, when in 10 years, someone has the glorious idea to make a Mechwarrior game, even though everyone says there isn't any money in it, IGP and PGI provded that, maybe he will have read this forums and heard of the idea?

Oh, I don't know. I guess I am just getting insane, repeating the same thing over and over and expecting different results.

1.5+ years for me.... o and i wish people would stop confusing instantaneous heat with accumulated heat.





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