Timuroslav, on 17 September 2013 - 08:54 AM, said:
A little confused on the "Robust" heat table, Maybe I have not read up on as much as I should have.
On that, in my opinion one of the greatest 'lacks' this game has, as far as balance is concerned, is that the heat table essentially is limited to two affects:
At 100% heat, potential shut down (if you haven't pressed O for over ride)
At 100%+??% heat, random internal damage.
This allows for 'mechs to be at 99.9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999% heat capacity for a full 15 minutes with ZERO degradation in 'mech performance.
The lack of a robust heat affects table resulted in the PPC boating issue we had before. People could fire off 2 or 3 rounds of 6 simultaneous PPC/ERPPC before shutting down. You have ERPPC spiders running around at top speed with no degradation at 99.9% heat.
It makes no sense to me.
Look at it like this:
or this:
Which ever "most correctly" represents the relationship between MWO and original TT heat affects table, you can clearly see that MWO is lacking.
The Heat Affects Table was so important to balance that for the past 30 years, it's been printed on EVERY SINGLE MECH SHEET EVER PRODUCED, and almost every other computer version of the game has had incorporated some form of this...
So how PGI could even begin to think they could develop a balanced BT game without it is beyond me.
Edited by Dimento Graven, 17 September 2013 - 09:07 AM.