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


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#281 Kaldor

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Posted 03 April 2014 - 12:20 PM

+1 for necro on this thread. Lots of well thought out comments and ideas here.

#282 stjobe

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Posted 03 April 2014 - 12:32 PM

View PostNicholas Carlyle, on 03 April 2014 - 12:18 PM, said:


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.

I totally agree, and what's even more frustrating is that instant-damage pin-point convergence is also very easy to fix with burst-fire ACs and beam-duration/splash damage PPCs. It's literally less than half a day's work for any semi-competent programmer.

I'd bet that any of the programmers at PGI could fix both the heat system and burst-fire ACs in less than a day, and MWO would be a much, much better game for it.

Add another day to implement heat penalties (all the building blocks are already in-game; screen shake, movement reductions, etc) starting at # of single heat sink equivalents + 5 (which is somewhere between 37.5% and 69.5% heat), and we'd be well on our way to a very, very good MechWarrior game.

Edited by stjobe, 03 April 2014 - 12:59 PM.


#283 Nicholas Carlyle

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Posted 03 April 2014 - 12:37 PM

View Poststjobe, on 03 April 2014 - 12:32 PM, said:

I totally agree, and what's even more frustrating is that instant-damage pin-point conversion is also very easy to fix with burst-fire ACs and beam-duration/splash damage PPCs. It's literally less than half a day's work for any semi-competent programmer.

I'd bet that any of the programmers at PGI could fix both the heat system and burst-fire ACs in less than a day, and MWO would be a much, much better game for it.

Add another day to implement heat penalties (all the building blocks are already in-game; screen shake, movement reductions, etc) starting at # of single heat sink equivalents + 5 (which is somewhere between 37.5% and 69.5% heat), and we'd be well on our way to a very, very good MechWarrior game.


I almost hate reading a post like this, because it's never going to happen.

#284 Kaldor

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Posted 03 April 2014 - 12:54 PM

View PostNicholas Carlyle, on 03 April 2014 - 12:37 PM, said:


I almost hate reading a post like this, because it's never going to happen.


Right? Kind of makes me sad to be honest.... :lol:

#285 Nicholas Carlyle

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Posted 03 April 2014 - 01:07 PM

View PostKaldor, on 03 April 2014 - 12:54 PM, said:


Right? Kind of makes me sad to be honest.... :lol:


Makes me a lot sad.

#286 Tombstoner

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Posted 03 April 2014 - 04:19 PM

View PostNicholas Carlyle, on 03 April 2014 - 01:07 PM, said:


Makes me a lot sad.

its still possible that it could happen. AC's are on the table for development and breaking the PPC +AC mega pinpoint alpha weapon is a glaringly obvious thing to fix for the betterment of the entire game.

#287 Asmudius Heng

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Posted 03 April 2014 - 04:24 PM

View PostNicholas Carlyle, on 03 April 2014 - 01:07 PM, said:


Makes me a lot sad.


Group hug!

:)

#288 Mcgral18

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Posted 03 April 2014 - 04:42 PM

View PostNicholas Carlyle, on 03 April 2014 - 12:37 PM, said:


I almost hate reading a post like this, because it's never going to happen.


Should we link it to Twitter? Apparently they sometimes respond.

They really don't use their forums very often.

#289 Mirkk Defwode

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Posted 03 April 2014 - 04:58 PM

View PostTolkien, on 30 July 2013 - 04:49 AM, said:


Because this game is currently the only first person mech warrior game in development, and if it flops it will be a while before the property is picked up again.


The IP is still owned by Microsoft, it's just leased out currently to IGP I think. As they're producing MWO and MWT which have two different focuses.

The other point is we want a Mechwarrior game. I'd just like a Mechcommander game too.

#290 Kaldor

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Posted 03 April 2014 - 05:51 PM

View PostMcgral18, on 03 April 2014 - 04:42 PM, said:


Should we link it to Twitter? Apparently they sometimes respond.

They really don't use their forums very often.


Paging @TheRoadbeer? :)

Twitter trolls unite?!

#291 Mechsniper

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Posted 03 April 2014 - 06:26 PM

I still say its the lack of harpoint size limitations that are borked, and would allow trashing the terribad ghost heat penalties. If you can't make 6 ERPPC stalker its not a problem. The PPC AWS is broke so bad you cannot save it with ghost heat. That build is the entire reason for the 8Q and 9M's being.

Edited by Mechsniper, 03 April 2014 - 06:27 PM.


#292 Roadbeer

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Posted 03 April 2014 - 06:38 PM

View PostKaldor, on 03 April 2014 - 05:51 PM, said:


Paging @TheRoadbeer? :)

Twitter trolls unite?!

Well, I'm still blocked by Bryan, but Russ doesn't respond to anything I post directly.

#293 Mazzyplz

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Posted 03 April 2014 - 06:41 PM

quote of the OP:

Quote

Heat neutrality is achieved by sacrificing firepower for heat sinks.



OR!! by just mounting lots of autocannon and maybe LRMs.
free heat neutrality with tons of firepower, yay!! - so no. your statement is wrong

#294 InRev

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Posted 03 April 2014 - 06:43 PM

View PostRoadbeer, on 03 April 2014 - 06:38 PM, said:

Well, I'm still blocked by Bryan, but Russ doesn't respond to anything I post directly.

I'd love to know what you said to earn that block . . .

#295 Asmudius Heng

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Posted 03 April 2014 - 07:16 PM

View PostMazzyplz, on 03 April 2014 - 06:41 PM, said:

quote of the OP:




OR!! by just mounting lots of autocannon and maybe LRMs.
free heat neutrality with tons of firepower, yay!! - so no. your statement is wrong


Who said the stats of all the weapons should remain the same ? This would be a huge change to the game and each weapon would need tweaking again for the new environment they would operate in

#296 Harathan

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Posted 03 April 2014 - 07:21 PM

I'm glad I necroed this now. It *was* worth it, heat *is* broken and apparently people still agree.

#297 MustrumRidcully

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Posted 06 April 2014 - 01:31 AM

View PostMcgral18, on 03 April 2014 - 04:42 PM, said:


Should we link it to Twitter? Apparently they sometimes respond.

They really don't use their forums very often.

If you're a twitter user, do what you can.

I am not, and I have little hope of reaching anyone or anything.

Now let me go back to a F2P game that can run a test server almost 24/7...

#298 Mavairo

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Posted 06 April 2014 - 06:42 AM

View PostMustrumRidcully, on 06 April 2014 - 01:31 AM, said:

If you're a twitter user, do what you can.

I am not, and I have little hope of reaching anyone or anything.

Now let me go back to a F2P game that can run a test server almost 24/7...


That better not be STO you're talking about! (Because we know how little the test server really matters to lolcryptic)
How is it such beloved IPs keep getting Bargain Bin Game Developers?

Edited by Mavairo, 06 April 2014 - 06:45 AM.


#299 Ultimax

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Posted 06 April 2014 - 05:39 PM

View Poststjobe, on 03 April 2014 - 12:32 PM, said:

I totally agree, and what's even more frustrating is that instant-damage pin-point convergence is also very easy to fix with burst-fire ACs and beam-duration/splash damage PPCs. It's literally less than half a day's work for any semi-competent programmer.


Honest question.

If PPCs become splash damage, they become weaker as a snipers option.

Would players really still use PPCs with the heat & min range requirement for a splash damage sniper weapon?

Would players really use ER PPCs with their massive heat requirement, on top of which being splash damage?

Keeping in mind that firing 1 ER PPC is nearly the same heat as 2x Large Pulse Lasers - so at closer ranges you really do not want to be firing ER PPCs repeatedly.


I just don't see any balanced viewpoints from the anti-AC/PPC crowd, it's a lot of clamoring for nerfs with no regards to the current drawbacks like tonnage, ammo or heat, min range etc.


How would you re-balance these weapons once their pin-point ability is removed?
Would you reduce their current drawbacks?

Edited by Ultimatum X, 06 April 2014 - 05:40 PM.


#300 Mcgral18

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Posted 06 April 2014 - 05:50 PM

View PostUltimatum X, on 06 April 2014 - 05:39 PM, said:


Honest question.

If PPCs become splash damage, they become weaker as a snipers option.

Would players really still use PPCs with the heat & min range requirement for a splash damage sniper weapon?

Would players really use ER PPCs with their massive heat requirement, on top of which being splash damage?

Keeping in mind that firing 1 ER PPC is nearly the same heat as 2x Large Pulse Lasers - so at closer ranges you really do not want to be firing ER PPCs repeatedly.


I just don't see any balanced viewpoints from the anti-AC/PPC crowd, it's a lot of clamoring for nerfs with no regards to the current drawbacks like tonnage, ammo or heat, min range etc.


How would you re-balance these weapons once their pin-point ability is removed?
Would you reduce their current drawbacks?


It just so happens, the only drawback for the PPCs is heat. Almost no reason not to use them otherwise. Ballistics only have weight. They simply perform better than all other options.

We need balance between weapon types. They already have excessive amounts of damage, but we aren't asking for those to be normalised in this case. We simply want them to have a built in mechanic, which every other weapon system currently has, to spread damage.

The FLD pinpoint with instant convergence is a very big plus. Without it, they are still high damaging weapons, with long range, low heat (ACs), no ammo (PPCs).

Those attributes will balance them to lasers and missiles.





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