On the mechlab thing, I'll address the hardpoint size restrictions.
I can agree that an increasing/decreasing hardpoint system would be nice as it'd create a little more uniqueness among variants that are otherwise very similar. However it doesn't work with the system the art team is using for attaching weapons. Maybe if they used smaller weapons modules for smaller weapons it could work, it doesn't strike me as being too hard to change.
For example.. A Highlander's right torso laser pods made out of cubes. Say the 3 slots for a highlander 732 are 3 large slots. Large turns into 2 mediums. What if mediums were 2 side by side rectangular cubes and if it turns into 4 smalls, 4 cubes arranged in a cube formation to fit in the same space?
For example the classis large, medium, small.
A large hardpoint can fit 1 large weapon, or 2 mediums, or 3 smalls (to avoid the boating potential? I dunno. That or 4 smalls).
A medium hardpoint could fit 2 smalls.
A small hardpoint can fit 2 smalls
This, unfortunately, creates new kinds of boating and after a heat capacity fix to MWO, this truly would enable that kind of boating to the worst it could be. For example if it's too hot to run something.. My Jager DD has 6 medium hardpoints for ballistics. That's 12 MGs. O_O
Okay, so it has a 2 large hardpoints and 2 smalls. That's a bit better. Becomes 8 MGs or 8 AC2s (not practical but you know, the thought and the dream is there) or in the case of 4, it becomes 10 MGs.
The same could be said for lasers which is a much more dangerous case. 6 small lasers are super deadly and very cold.
Let's say your mech (a Stalker) is designed to carry 2 large and 4 medium hard points.
Say 1 large breaks into 3 smalls, and 1 medium breaks into 2 smalls.
I now have 14 small lasers. That's 42 damage every 3 seconds, and 28 heat per shot. Okay so it's riskier than I might have thought. But with that you have a standard 310 engine and a lot of DHS with extra tonnage to spare after maximum armor.
The only way it would work without creating new problems is hard-set hardpoint restrictions.
In example: 1 large = 1 large or 1 medium or 1 small, nothing else. Doesn't "grow."
This, unfortunately this results uh.. I just think it sucks.
It would work a bit, yes. But if the "one variant is clearly superior to the other thing" wasn't bad enough already, it'd get worse.
"You're in a Stalker other than a 3H? You're a moron! You can't carry PPCs in the arms of any other stalker. Pfft, better twist on the 3F? Doesn't matter, you only get medium energy hardpoints there."
But on to replies.
Deadmeat313, on 19 August 2013 - 03:21 AM, said:
Excellent post, Koniving! I agree 100%.
Fixing heat dissipation would massively help this game in so many ways.
The reasoning behind my original post was more about how all the massive variety of designs we now have in game - and are coming to the game - are being met with "meh" from the community. They see any new designs released as just another set of hardpoints and engine cap. This bothers me.
Indeed. That brings us to option number 2, which would make them more unique.
With option number 1:
If everyone gets 30 capacity (which MWO unlocks in their current state would bring up to
36 capacity once you reached Master level regardless of unlocking Master or not), it makes all the mechs have a fair and equal limit. But again, this brings us to the issue you described.
Option 1 could have 40 capacity, or 50, or
any set capacity but whatever the number is set to
applies to every mech.
I.E. All mechs would have the same alpha strike limit and thus could do the same things.
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I think this is one of the things that PGI was trying and failing to avoid with the engine double heatsink versus regular double heatsink disparity. Problem is PGI's rising system keeps all the assaults and heavies "good to play" and the mediums "bad to play" and the lights "kind of okay, depending on which ones." Worse, since it doesn't apply to standard heatsinks in terms of capacity increase, it makes it very unfair to single heatsink users and trial mechs who can barely function as it is.
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So, Option 2:
what if instead we followed a similar solution to what I proposed that isn't as static or general? No, not rising capacities; that's B.S.
How about your heat capacity is decided by your chassis? Say, an Awesome who is largely energy-based gets a higher capacity than the Victor who is as equally reliant on low heat cannons as it is on high heat energy weapons?
This could accomplish some of PGI's goals, without the 70 capacity that 80% or more of the mechs have now. Unfortunately rather than a quick fix all like option 1, this creates some minor things that PGI needs to solve, but at the same time it makes the mechs matter a bit more.
You can do the same thing in a Stalker better than you can in an Awesome, or in a Jenner better than you can a Raven, which means that the Stalker is better than Awesome and the Jenner is better than the Raven.
What if there was something you could do better in an Awesome than you could in a Stalker or a Victor?
So let's use the example I just gave. Again,
this is without Paul's penalty system.
- First assert that the average mech has 30 heat capacity (unlike MWO whose average is 50 for a new mech and optimum capacity reaches up to 88.56 realistically).
- What if the Awesome could handle higher heat weapons better with say a hard-set 45 capacity? It is just enough to alpha strike 3 ER PPCs at 15 heat each and shut down, and after MWO unlocks, it'd be 54 capacity... Which would be just enough to fire 3 ER PPCs at 15 heat each (if it ever gets that high) even on the hottest maps currently in MWO while moving half speed without shutting down.
- In comparison, the Stalker gets a hard-set heat capacity of 38. With ER PPCs at 15 heat each, that's 2 maximum safely fired. With regular PPCs it's 3 maximum safely fired. Now with unlocks you get 38+20% = 45.6 capacity, just barely enough to fire 3 ER PPCs while completely stationary at 0 degrees celsius. Closest map is Alpine (-2 degrees celsius). O.o; Go to Forest Colony and you might not be able to do even that.
- After this: The Awesome could fire 3 ER PPCs at 15 heat each (45 total) while moving in the very hot Caustic Valley without shutting down. But yes, he'd have to wait a bit before he could it again.
- After this: The Stalker could fire 3 ER PPCs at 15 heat each (45 total) but must remain stationary to avoid shutting down in the much cooler Alpine.
With that, for using PPCs the Awesome is clearly superior for the purpose of ER and regular PPCs.
This means beyond 2 ER PPCs on the Stalker, you'd probably rather have a few missiles, or some lasers because those PPCs are no longer going to be suitable for actual fights. Any more than 2 ER PPCs on a Stalker is therefore a complete waste of space, as you'd only shut down if you tried to use a third under any circumstances except sniping from a safe distance. After all even with full upgrades you can't even be moving when firing 3 ER PPCs or you'd shut down.
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PGI said the game was impossible to balance by heat.
"I'm trying to fit a circle into a triangle. But I can't shrink the circle far enough. If I try to coin-slot it, the circle gets stuck but it's partway through so it kinda works." (Paul's solution.) "Change the triangle." (Mine.)
"If balancing can't work within the system you're using, stop forcing it. Replace the system first and then try again." ~ Koniving. 8/19/2013.
Now actually what really helps me hash out ideas to propose ideas is to be given scenarios. So if you liked option 1, just say something. If you liked option 2 which relates to the ideas in this thread, then
throw two mechs at me where one is clearly superior to the other.
To be constructive it's
got to be a fair one where the inferior mech on MWO is supposed to be equal or better than the other in lore or in what's being used. I'll have a look and see what I could come up with.
Edit: Think I just hijacked a thread. Later today I'll start a new one. Sorry about that.
Edited by Koniving, 19 August 2013 - 08:48 AM.