MustrumRidcully, on 17 August 2013 - 04:30 AM, said:
Both ideas are bad balancing tools. The heat scale system is completely arbitrary and needlessly complicated, nerfs builds that didn'T need a nerf, and doesn't address all the problematic builds either. For such a complex system I'd expect a lot better from it. Hard points as limitaiton are okay to preserve the identity of a mech on the battlefield, but don't believe that they actually serve to balance. Mechwarrior IV allowed plenty of boating, and I am not even sure how well it was used to replicate stock mechs. But if you actually take stock mech configs, you'll find too many boatable mechs in the TT. (More precisely, pretty much any assault boat will automatically become an issue.) You could just not ever add these to the game, but I'd rather have them part of the game and not broken. I think we have a choice between cholera, the flu, and ice cream, but this thread only deals with cholera and flu.
Tell me this then, Mustrum.
Which TT boating stock mech will cause such griefing? Out of my head I cannot name a single
"lore relevant" (which means Bane is out, no one cares about it) mech that is in 3050/51 which can boat but has significant drawbacks such as lower arm position, or lower rotational speed, or even large CT. Mechs such as the Thunder Hawk will need to expose themselves a lot just to use it's "cheese build"--not to mention the build is heavy as hell and is akin to carrying 3 high explosives ready to blow. Mechs like the Awesome and Warhawk got HUGE center torso in addition to its lower arm location.
When you look at it, TT boating mechs are pretty much balanced even with hard point limitation. Only reason we saw so many boating in MW4 was due to the facts:
1. Lasers dealt their full damage instantly--which will not happen here.
2. Players can cram in multiple smaller weapons into a single large weapon slot--which will not happen here.
Anyway, if we are to choose between ghost heat and hardpoint limitations, I will choose hardpoint limitations, though I am certain that current PGI will not be able to implement it effectively.
I still think better heat penalty when over 40% heat, coupled with convergence, is the key to the whole thing AND make the game feel more BT-like.
Sybreed, on 17 August 2013 - 08:55 PM, said:
that makes as much sense as current heat penalties. Plus, if your first shot is always 100% pinpoint accurate, we're not really fixing anything now are we?
That's why we need delayed convergence over long ranges in addition to heat penalties. If you want to make you 1st shot to be dead on, you need to work for it.
Edited by El Bandito, 17 August 2013 - 10:29 PM.