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


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#41 Master Q

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Posted 30 July 2013 - 05:50 AM

View PostRoyalewithcheese, on 30 July 2013 - 05:43 AM, said:

Master Q, I'm not entirely sure where your association between CoD and pinpoint comes from. CoD uses a variety of mechanics (spread, bloom, recoil, scope drift, magnificently terribad netcode) that have the combined effect of minimizing the role of pinpoint aiming in actual gameplay. Games that I associate with pinpoint would be stuff like TF2 (for most weapons) and Tribes.

I think that if we all like lasers as a convergence fix, that makes a pretty good case for balancing stuff like PPC along similar lines. The hard part here would be avoiding direct conflict role-wise between the PPC and the LL.


The broken mechanics in Call-of-Duty clones have all come from mechanics that broke spread, too.

If I remember correctly it was one of the Battlefield games that had a mechanic where you could temporarily eliminate spread from any scoped weapon if you fired "just after" bringing the sights up; the developers had included a noob-mode that "re-aimed" your scope to be sure you were pointing at a target. Walk around, point mostly at a head, scope-snap headshot. Lather, rinse, repeat.

The problem in MWO is that the designers have listened to a bunch of brain-donors screaming "BUT FPS GAMEZ HAZ 2 HAV PURFEKT CONVERGENS OR ELS MY BUILD SUX N MY SKILZ DONT MATER" when the reality is the exact opposite: perfect convergence is the root cause of the horrible meta currently and will remain the root cause of the meta until it is fixed. Tinkering with heat scales will only push people to the next weapon as we saw PRECISELY with the "nerf" moving things from AC40 Jagers and pure-PPC boats to Gauss+PPC boating, the underlying problem is STILL the ability to take a 35-40 point alpha and make it all land on exactly the same panel with no spread.

#42 FatBabyThompkins

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Posted 30 July 2013 - 05:53 AM

View PostRoyalewithcheese, on 30 July 2013 - 05:43 AM, said:

Master Q, I'm not entirely sure where your association between CoD and pinpoint comes from. CoD uses a variety of mechanics (spread, bloom, recoil, scope drift, magnificently terribad netcode) that have the combined effect of minimizing the role of pinpoint aiming in actual gameplay. Games that I associate with pinpoint would be stuff like TF2 (for most weapons) and Tribes.

I think that if we all like lasers as a convergence fix, that makes a pretty good case for balancing stuff like PPC along similar lines. The hard part here would be avoiding direct conflict role-wise between the PPC and the LL.


I believe lasers, for the most part, are in a very good position. Sweep the leg, Johnny! You might not do all of your damage, but at least you're doing some damage that adds up over time. On light mechs, it is the go to defense. Slow or stationary mechs take the full brunt of a laser attack (with the 6ML Jenner doing a lot of damage to unsuspecting mechs). Where all this breaks down is in the front loaded damage builds that can place 30+ damage to one location in a fraction of a second and at significant range or point blank.

I believe it comes down to a philosophical design choice. Does PGI want a twitch based shooter, or a mech brawler? Most of their recent decisions point towards twitch based shooter with a sprinkling of brawling.

#43 Lostdragon

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Posted 30 July 2013 - 05:55 AM

View PostMustrumRidcully, on 30 July 2013 - 05:19 AM, said:


The greatest nerf to the Gauss Rifle has always been the double heat sink.

30 heat neutral is great and all, but a hot 40+ will still kill you 33 % more quickly, as long as you don't overheat before the kill.

The only reasons you don't see triple Gauss Rifle mechs out there in the field beating those Quad PPC Stalker is because the only mech that can do it with its hard points is a 70 ton Hero Mech. Give us an Assault with 3 ballistic slots in 3 seperate, non-torso, non-leg, non-head positions. Heck, you probably only need to give us a Dual Gauss capable Assaults and you'd see more of them. The only Dual Gauss capable mechs are 65 and 70 tons, after all, even if that is a highly effectice build, it has to compete with 85+ ton mechs.


I have actually been running a Muromets with 2 Gauss and an ERPPC. It is slower than I like to run Cataphracts but it punches above its weight and can do quite well. Has no heat issues so the only thing to worry about is positioning and aiming.

#44 Master Q

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Posted 30 July 2013 - 06:03 AM

View PostRoland, on 30 July 2013 - 05:43 AM, said:

Generally, heat neutral builds are rarely an issue, and were never an issue in prior games.

What the best players tended to do was build crazy, over-the-top energy builds which exploited the broken heat mechanics.. For instance, originally in MW4, when your heat hit the top of the cap, it effectively disappeared into the ether.. So firing huge alpha strikes, then overriding and tapping your coolant flush made you able to run at the top of your heat scale 100% of the time. Even before I fully understood the heat scale in that game, I ran builds which really had no business existing (like 2 ERPPC's, 100 LRM's, in a mech Nicknamed "The Super Skyfox").

Even without the broken mechanics, the most advantageous builds are likely going to be ones which run very hot... because it's better to run really hot and dish out burst damage, as long as you can keep the enemy at range to prevent him from exploiting your poor heat efficiency.

But this is kind of how balance works... hot builds end up being effective, but there is a way to beat them. As opposed to what we see now, where they are effectively dominant at all ranges.


Actually the other problem is that right now there is no intermediate penalty.

In TT, heat getting too high slows the mech and throws off your aim, along with early shutdown potential (Pilot Skill Rolls to avoid).

In MW4, at least, high heat meant slower movement but that was about it.

In MW3 and MW2, you had a chance of engine overload if you pushed the shutdown override too hard, but no other penalties.

What MWO needs is intermediate penalties. Spike your heat above 50%? Congrats, your mech slowed its speed a bit to try to cool off. Your reticle went hazy or just winks out. SOMETHING to penalize "running hot, staying hot".

View PostLostdragon, on 30 July 2013 - 05:55 AM, said:

I have actually been running a Muromets with 2 Gauss and an ERPPC. It is slower than I like to run Cataphracts but it punches above its weight and can do quite well. Has no heat issues so the only thing to worry about is positioning and aiming.


And what makes it effective? Think, think think... what makes it effective is that all 3 of your weapons alpha-strike to the same panel, every time.

Front-loaded, single-panel alpha damage thanks to the game's intended convergence mechanics being MIA, which breaks the whole game.

#45 Roland

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Posted 30 July 2013 - 06:09 AM

Quote

In TT, heat getting too high slows the mech and throws off your aim, along with early shutdown potential (Pilot Skill Rolls to avoid).


What MWO needs is intermediate penalties. Spike your heat above 50%? Congrats, your mech slowed its speed a bit to try to cool off. Your reticle went hazy or just winks out. SOMETHING to penalize "running hot, staying hot".

The thing to remember though, is that in TT your heat isn't calculated until the end of the round.

If I have 30 heat sinks, or 15 doubles, then I can fire 3 PPC's and generate ZERO heat. It's not like my heat spikes to 30 and then comes down.

This is a fundamental difference in how the TT game works, compared to a live game.

#46 FatBabyThompkins

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Posted 30 July 2013 - 06:12 AM

View PostMaster Q, on 30 July 2013 - 06:03 AM, said:

In TT, heat getting too high slows the mech and throws off your aim, along with early shutdown potential (Pilot Skill Rolls to avoid).


I had made a post on some heat based reticule penalties to simulate penalties to shooting as in TT.

Stage 1: reticule jumps randomly every once in a while

Posted Image

Stage 2: Reticule fades out and jumps randomly.

Posted Image

Stage 3: Reticule fades, jumps and disappears

Posted Image

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.

#47 Lostdragon

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Posted 30 July 2013 - 06:13 AM

View PostMaster Q, on 30 July 2013 - 06:03 AM, said:




And what makes it effective? Think, think think... what makes it effective is that all 3 of your weapons alpha-strike to the same panel, every time.

Front-loaded, single-panel alpha damage thanks to the game's intended convergence mechanics being MIA, which breaks the whole game.


Hey, I am with you 100%. I am all for some kind of convergence rework. I have long said that to retain the BT/MW feel there are three things that can change and two of them HAVE to change before there can be balance: heat, convergence and hard points. I have thought about this a lot and in my opinion the heat changes Mustrum outlines along with a convergence system are the best ways to fix the game.

Until it is fixed though I will play the meta (sometimes) and continue to build mechs that win.

#48 RF Greywolf

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Posted 30 July 2013 - 06:21 AM

I liked the way high heat worked in MW4 Mercs. Once you started to get higher on the heat scale, all of your HUD started to fade out and get jittery to represent circuits not working correctly due to the high heat. That would bring a bit of realism into it and be a detriment to those that run hot.

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


I had made a post on some heat based reticule penalties to simulate penalties to shooting as in TT.

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.


Yeah, that is a start. Electronic do NOT like heat, we all know this. The start to degrade in performance once they hit a certain temperature and using stuff like this would go a long way.

#49 Praehotec8

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Posted 30 July 2013 - 06:25 AM

I do rather like the idea of a lower heat cap with higher dissipation, but wonder how much it will really change things. For example, a mech like the awesome can run 3PPCs and fire without overheat. Snipers often have time to cool down again before the next shot, and faster cooldown possibly help. Sure, mechs wouldn't be running 4-6 PPCs, but you could still run 3 gauss (as mustrum says, better heat management made people abandon gauss boats, not HP changes).

Convergence is probably a better fix, as many have said, but that also creates problems. How many of us get peeved when we shoot and it fails to hit because of poor hit detection? Well, that's essentially what changing convergence will do. I would love to see someone come up with a change to pinpoint convergence that doesn't feel like it would be frustrating to play with in that sense.

#50 Royalewithcheese

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Posted 30 July 2013 - 06:29 AM

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.

#51 Tombstoner

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Posted 30 July 2013 - 06:34 AM

View PostMWHawke, on 30 July 2013 - 04:22 AM, said:

Why do you all even bother?

We cant help our selves. some of us have fun in the game, but see where it could be even better.

i personally made a friend over a game of BT in January 1985.
i played a phoenix-hawk and is why i bought the package
i also live with his sister so BT has a special place in my heart and the devs frustrate me to no end.


The game need to stop using instantaneous heat and move to accumulated heat. with the dissipation time scale extended to something harsh with movement penalties. we need more shots with lower damage this will spread things around and make pin point alphas less effective. Damage got a 250% boost and armor got 200% vs. TT.

Edited by Tombstoner, 30 July 2013 - 06:35 AM.


#52 FatBabyThompkins

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Posted 30 July 2013 - 06:36 AM

View PostPraehotec8, on 30 July 2013 - 06:25 AM, said:

Convergence is probably a better fix, as many have said, but that also creates problems. How many of us get peeved when we shoot and it fails to hit because of poor hit detection? Well, that's essentially what changing convergence will do. I would love to see someone come up with a change to pinpoint convergence that doesn't feel like it would be frustrating to play with in that sense.


As a primarily light mech pilot, my campaign has been fixing hit box detection and convergence at the same time. Fixing hit box detection without fixing convergence will obliterate the already low player base of light and the few mediums that still play. Fixing convergence without hit box fixes will make lights way more overpowered than they should be (hello WolfPackOnline).

With the exception of the pin-point alpha, their life expectancy when properly piloted is about right (with the Spider being an obvious exception). They do not last but a second or two in an all out brawl. Some can bring impressive firepower in an unexpected way (6ML Jenner), basically skirmishing. But rounding a corner and losing a leg, LT, RT or mostly CT in under a second (all of which is essentially being one shot) to a good twitch gamer is not fun. Especially with seismics and/or target decay enhancement where the surprise element is greatly reduced.

#53 Koniving

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Posted 30 July 2013 - 06:44 AM

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.

Edited by Koniving, 30 July 2013 - 08:44 AM.


#54 Sasha Volkova

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Posted 30 July 2013 - 06:49 AM

View PostNamais, on 30 July 2013 - 05:08 AM, said:


The ammo is destructable - if the slot that the ammo is in gets critted you no longer have that ammo. The PPC has no such drawback. It's a fairly clear point.

Neat save but ¨volatile¨ means : tending or threatening to break out into open violence; explosive.
And seeing as Gauss ammo itself is just a crit slot that has no dangerous drawbacks no matter how much it is hit, you still were wrong in your first statement claiming it to be volatile.
Had you though said that the Gauss rifle was dangerous then I would have had nothing to add but seeing as you stated the ammo was volatile I felt it needed to point out that such was not the case.
Mostly to benefit newer players who would be more inclined to presume that Gauss ammo based on your post was a dangerious thing if not fielded with a C.A.S.E. - this was again something I would not risk and as such the reasoning behind my post.

Edited by 0okami, 30 July 2013 - 06:51 AM.


#55 Master Q

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Posted 30 July 2013 - 07:01 AM

View PostPraehotec8, on 30 July 2013 - 06:25 AM, said:

I do rather like the idea of a lower heat cap with higher dissipation, but wonder how much it will really change things. For example, a mech like the awesome can run 3PPCs and fire without overheat. Snipers often have time to cool down again before the next shot, and faster cooldown possibly help. Sure, mechs wouldn't be running 4-6 PPCs, but you could still run 3 gauss (as mustrum says, better heat management made people abandon gauss boats, not HP changes).


3 Gauss = 45 tons for weapons alone.

Gauss Ammo = 10 shots per ton. So, 3 tons for 10 alphas, 6 tons for 20 alphas, 9 tons for 30 alphas.

That's well over half the weight of a 100 ton mech, and you're running out of crits fast (XL engine <300 or Standard engine even smaller) as well as being a walking turret/target.

Convergence needs to be fixed for it anyways, but a 3-Gauss boat is inherently a question mark.

#56 I am

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Posted 30 July 2013 - 07:11 AM

I made this build, kinda stumbled onto it, and despite it's numerical inferiority, it's a killer.

2 LL + 2 AC2 on a Atlas DDC. Has 21-23 DHS, 600-900 rounds, and pretty much never overheats.

The alpha is terrible, but I broke 600 dmg with it more yesterday than I had been all last week with either ac20/guass + 2 ERPPCs.

Heat neutral is a lot of fun, it sounds cool, is fun to pilot, and feels like it has unlimited ammo. I do have to go face to face, so I feel like I am working for my points too. Not like my cheese LRM builds. Try it out. Don't just walk at them firing though.

Edited by I am, 30 July 2013 - 07:12 AM.


#57 Sasha Volkova

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Posted 30 July 2013 - 07:27 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.

Oh darling, can you atleast try to be civil here?
You are comming at me like a wild dog in heat.

Fact is you made a mistake in your first post, now what you need to do is accept that fact and deal with it and then move on.
Continuing to ignore the fact by trying to sway the conversation into another direction is simply tedious and a waste of time.

Edited by 0okami, 30 July 2013 - 07:29 AM.


#58 Khobai

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Posted 30 July 2013 - 08:29 AM

Heat neutral mechs are bad in MWO because of convergence and pinpoint alphas.

Heat neutral mechs are not bad in TT because of random hit locations.

Simple as that really.

#59 zorak ramone

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Posted 30 July 2013 - 08:30 AM

View PostRalgas, on 30 July 2013 - 04:42 AM, said:


ok 35 point, 2 ppc and a gauss..... when they kill the current meta what did you think the new one was going to be? 0.o

give em convergence, it'll become lrms or run in and high alpha close enough the cof/spread doesn't matter, leave it pinpoint end up with what we have now, manage ppc's out you get twin gauss again. What's you're magic solution btw?


My point is that heat neutrality isn't a problem. If heat neutrality was a problem, then GR builds would be dominating right now. They aren't: instead we have 2xPPC/GR builds, and yes, even 4xPPC (or 2xERPPC/2xPPC) builds are still functional, and none of these build are even close to heat neutrality.

As for my "magic solution," I would attack the current meta in four different ways:
-Dump heat scaling
-Convergence
-Stat tweaking
-Missile recoding

First off, I would dump the current heat scaling method for boating control. Its unintuitive, it hurts new players, and it doesn't solve the underlying problems of MWO.

Secondly, the issue with the current sniper meta is, and has always been, the lack of restrictions on how much damage you can plant on a single panel with a single trigger pull. I would go for a method that adds cone of fire to weapons over a certain threshold, over a certain time. E.g. if you fire 2xPPC, they converge perfectly. If you fire 4xPPC, two of them converge perfectly, the third one diverges to a degree, and the fourth divergest to a greater degree. If you fire 2xPPC, and then another 2xPPC after 0.5s, both pairs converge perfectly. If you fire the second pair in <0.5s, they diverge, the degree determined by how early you fire them after the first pair. Homeless Bill has written up a much more fully realized system. Everyone should read it.

Third, whether you fix convergence or not, you need to tweak the numbers for several weapons. The main problem is that mid to short range weapons are currently underpowered relative to long range weapons (PPC/ERPPC, GRs, UACs/AC5s). A few minor stat tweaks would solve alot of these problems:
-Drop AC20 and AC10 heat dramatically (e.g. to 3 and 1.5, respectively)
-Increase LBX10 damage to ~12-14 and tighten spread
-Increase AC20/10 damage to ~24/12 if convergence limitation system is added
-Drop ML/SL heat to 3/1
-Complete overhaul of PL stats (too much for a short list)

Fouth, locking missiles need to be recoded in one way or another. The quickest fix, for LRMs is to remove splash damage, and change tracking behavior to match SSRMs (i.e. each missile targets a different section). The CT-bias of LRMs is entirely due to splash damage (splash damage means that almost every missile hits CT, regardless of where it actually impacts). Changing tracking behavior would also keep walls of LRMs from insta-coring mechs. I would also drop splash damage on SSRMs for the same reason. Next, LRM and SSRM damage can be boosted for balance.

However, if I had power to do whatever I wanted, I would completely scrap the way LRMs and SSRMs are currently implemented. For LRMs:
-LRMs no longer lock (and therefore do not require a targetable foe/ECM doesn't neutralize). They fire straight forward, at a much higher speed than current, in a slight arc, or in a high arc, and lower speed, if the player is targeting a mech with no LOS.
-LRMs travel straight untill they get within a certain distance (tweakable for balance) of an enemy, at which point they start to track (tracking angles also tweakable). Tracking angle is such that you can't just fire in the general direction of an enemy and expect to get hits: you have to lead your LRMs so their initial angle of approach is shallow enough.
-Artemis IV makes LRMs track earlier and tighter, but requires LOS and is neutralized by ECM
-Narc and tag have the same effect as Artemis, but does not require LOS (i.e. for tag, another mech could be tagging), and is still neutralized by ECM

For SSRMs:
-SSRMs do not lock as they do currently
-When you pull the trigger with SSRMs, SSRMs will attempt to lock for ~1s. This requires you to keep your reticule on target for 1s
-If the target leaves the reticule during the lock process, lock is broken, and you have to try again
-If the target remains under the reticule during the lock process, the SSRMs fire at the end of the lock process and track as currently implemented

This implementation would require some degree of aiming for both SSRMs and LRMs, and IMO would make LRMs much more useful, and make it possible to increase SSRM damage without breaking the game (i.e. nullifying lights).

#60 Koniving

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Posted 30 July 2013 - 08:32 AM

Ookami, Namais -- I hate to ask but reign it in you two are nit-picking over wording about risk and reward of an ammo based weapon. Topic is whether or not a lower alpha-strike capacity and faster cooling would benefit the game and how heat neutral mechs are good for it.

Back on topic (for capacity) :

Capacity: (Proposed is 29 safe, 30 shutdown versus MWO's rising system averaging between 50 and 80 safe limits without shutdown)
Cooling: (Proposed is 2.0 DHS all the way through, versus 10 2.0 DHS + extra 1.4 DHS).

Demonstration 2 AC/2s and 2 AC/5s doing insane damage in 12 (shutdown from constantly firing in 30 capacity, 2.0 cooling for 14 DHS) to 20 seconds (shutdown from MWO's current system for 14 DHS), how they work with both rule sets.
Spoiler

Edit: (Clarified which result is which for those skimping past the math.)

Edited by Koniving, 30 July 2013 - 08:38 AM.






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