This also means that I think I have a few ideas on something that could be changed to improve the overall state of the game. Do I think I have the only 'solution' to the issue? No. Do I think I have a good idea? Yeah.
I'm hoping I can prompt some kind of developer response out of this thread, but even if all it gets is some thoughtful discussion about heat sinks and the MWO and TT heat systems, I'm okay with that- I like discussing the ideas and numbers behind games and tweaking them in my head even if I don't get to adjust the game itself. Game design has always been -really- interesting to me, and the systems of numbers within a game are a large part of that.
Curiously, I find that the current state of heat (and the issues with it) contribute to a few other points of some degree of contention within the game's current meta, which is another part of why I'm creating this thread.
Introduction out of the way, let's establish what we're looking at here.
In the original incarnation of the game, the tabletop Battletech game, there are four points I want to make note of.
1. Every 'mech has a heat capacity of 30. When it surpasses its capacity, assuming it hasn't detonated its own ammo or melted the pilot or what have you by then, it -absolutely must- shut down until its heat has dissipated to below that capacity. This is not a hard cap, you -do- track heat that exceeds it. This means that regardless of what the tonnage of your 'mech is, you cannot effectively use weapons that generate considerably more heat than your heat sinks will dissipate; doing so leads to losing 'turns' or time in action, which is the drawback you're accepting if you try to do so. This is also part (a large part) of why alpha-striking is so rare in the tabletop game.
2. Increasing your number of heat sinks in the tabletop only increases your maximum dissipation rate. It does not increase the maximum heat capacity of your 'mech. The tonnage and critical hit slot occupation of heat sinks, as well as the limit on how many you can mount in your engine, is specifically balanced against heat sinks as heat dissipation, not heat capacity. This is why a larger engine is at most a small concern regarding your heat sink placement; while having more heat sinks internal to the engine is useful, it's only useful as a measure for saving space in your 'mech's critical hit slots.
3. The vast majority of 'mechs in the tabletop game are designed with weapons that function at differing ranges from one another. There are relatively few 'mechs (the majority of them light or of the lighter medium tonnages) whose weapons are all close, and most of the 'mechs with all or nearly all long-range weapons are missile boats that are intended to have support around them. Because of this, heat-neutral 'mechs (something that PGI is extremely wary of) are very rare- if one assumes a 'mech is firing all of its weapons during every round.
Most 'mechs, though, are really expecting to fire at most half of their weaponry at any given range, because the other half is either unlikely to hit or literally cannot hit. This is why the Quickdraw has an LRM-10, why the Warhammer with its 2 PPCs and two Medium Lasers and SRM 6 doesn't mount thirty heat sinks, and why the Shadow Hawk has such an incredible hodgepodge of weaponry. The original Shadow Hawk is often percieved as a terrible, terrible 'mech, because it can't seem to decide what it's role is- but the truth is it's actually pretty good because it can deal, to some degree, with anything that its enemy can do. But it, like so many other 'mechs, should not be firing its entire weapons load at once.
4. Heat sinks in the tabletop are already balanced. In fact, they are balanced fairly well against the other type of heat sinks. I know this doesn't seem intuitive, but it's actually true- to a point. Yes, double heat sinks are usually superior, but not always. In fact, if you're really interested in building a heat-neutral 'mech in tabletop, particularly if you rely on non-energy weapons, single heat sinks tend to be -better-. Why? Because constructing a heat-neutral 'mech means mounting a lot of heat sinks, and you have limited space inside a 'mech. Heavier autocannon and larger missile racks take up a fair number of critical hit slots- even more by proportion than energy weapons- and so you have little space compared to tonnage to spend on adding enough heat sinks to make up for your weaponry.
As an example, the Marauder II mounts 29 heat sinks because of this- if those were double heat sinks, it wouldn't have nearly as many (in fact, it would max out at 16- giving it only 3 more heat dissipation per turn and leaving it with thirteen more tons to fill with equipment or other changes) With its right torso full of autocannon, only five critical hit slots open in either arm, and another six open in the left torso, the use of double heat sinks also prohibits slotting any into the head, legs, or center torso and leaves its critical slots overoccupied. Yes, the freed-up tons could be used for more weaponry, but then it would need even more heat dissipation to make up for that, and wouldn't be able to mount the heat sinks anywhere.
Given these things, I will now look at four relevant (lucky that, that there are four of each) points concerning Mechwarrior Online. I will keep referring to the tabletop rules for Battletech, but there are very good reasons for that.
First off, this game started with the tabletop game values and everything in it is derived, to some degree, from the tabletop. Whether or not you want this game to be more like the tabletop you simply can't ignore that that's where MWO comes from to begin with.
The other reason is that PGI has been visibly trying to cleave as closely to the tabletop numbers and rules as they reasonably can while taking into account the fact that MWO is a completely different kind of game and the increased rate of 'mech activity. Not only in tonnages and critical hit slots, but also in ranges, engine rating comparisons, equipment placement, the way NARC functions, damage per shot, et cetera. Sometimes they haven't stayed as close as some would like (ECM, LRMS, Streak missiles), but when they haven't they've had reasons, even if we don't always know them.
So, one major point and three resulting points about Mechwarrior Online.
1. Heat sinks in Mechwarrior Online increase the maximum heat capacity of the 'mech they are mounted on. If I'm going to be perfectly honest, I don't really understand this choice. Had PGI doubled the maximum heat capacity (in addition to armor values) in order to compensate for the increased firing rate they needed to make sure players are constantly doing stuff rather than constantly waiting, that would have made a lot of sense. (Especially if they then tweaked that maximum over time if the amount felt wrong.) Instead they did this, and while I do not understand/know the reasoning that led to this design decision, I do know and understand what it did to the game.
Thanks to this particular change, heat sinks now do more (thus becoming more important) than they do in the tabletop game. 'Mechs with better or more heat sinks not only can fire more weapons without an overall increase in their current heat, they also can do it more often before overheating and shutting down becomes an issue.
2. 'Mechs in MWO alpha strike more often and with less difficulty. With heat capacities often exceeding the sixty mark and sometimes going near to a full hundred, generating four or five more heat than you can safely sink is doable three or four times as frequently as it was in the tabletop. This is much more frequently than alpha striking is safe in the tabletop game, and generally seems to run counter to PGI's stated intention that alpha striking not be done regularly.
It is because of this that Ghost Heat was introduced, as well as the slightly sneakier 'weapon cap', which increases the heat you generate when you fire more than a certain number of weapons simultaneously regardless of whether or not they're the same kind of weapon. Pretty much everyone agrees that ghost heat is clumsy and non-intuitive (particuarly given that nothing in the UI indicates its existence), but ghost heat is not really what I'm on about here. It's related, and hopefully something that can be removed once a better solution is found, tested, and made ready to implement, but it's not really what I want to talk about.
Regardless, 'mechs are more capable of alpha striking in MWO than they are in tabletop, and with less punishment- and that's bad. If anything, 'mechs should be less capable of alpha striking in MWO, because not only does weapon convergence make alpha strikes kind of ridiculous, but the fact that you're firing mid-movement rather than at the start or end of a turn further increases the value of being able to do so.
3. Most pilots in MWO redesign their 'mechs so that all of their weapons fire effectively at the same range. There are virtually no 'generalist' 'mechs out there in MWO. The vast majority of things you see are either fire-support, brawlers, poptarts/snipers, and LRM boats. These 'mech roles are very strict, and simply not representative of how things are supposed to be in the Battletech universe. They also don't fit well in the tabletop- if you're playing the tabletop game and one of your 'mechs doesn't function until it gets into close range, your opponent is going to see that and they're going to do one of two things: ignore it until it's relevant, focus-firing and obliterating the brawler's support so they have no distractions from it when it gets close, or focus-fire it and cut it down before it becomes a threat so the ranged support has no defense when they close.
While this does work currently (to a point) in-game, I can see it becoming a serious issue over time, as these single-purpose 'mechs are actually at some degree of disadvantage. It doesn't seem like it, but please bear with me.
In an environment like Community Warfare, where it is clearly planned that sequences of drops (akin to campaigns in the tabletop) will occur, there are likely to be situations where 'mechs that focus exclusively on a single range profile are wasted or untenable, thanks to factors like terrain, supply, and availability. We already see this in some situations: Missile boats have to have well over a thousand LRMs of ammo (preferably around or even over two thousand) in order to be relevant for an entire match, poptart teams can't handle enemies that are willing to outwait them, brawlers are ruined by open fields between themselves and enemies, Autocannon-2/5/Ultra5 reliant builds have to have similarly exorbitant amounts of ammo to LRM boats if they haven't got energy weapons of a similar range profile to lean on, the tunnel in Crimson Straits absolutely prevents the use of LRMs in it, and so on.
Defenders may be able to tailor their 'mechs to the terrain, but attackers will need to have 'mechs that can function in -any- situation, and will need to be ready to use that versatility to their advantage.
4. With the way in-engine heat sinks affect maximum heat capacity, a lower engine rating is a huge liability. 'Mechs like the Blackjack that have lower top speeds and a low weight, or worse, light 'mechs like the Commando and Spider, will often have less than ten heat sinks in their engine. These unfortunates are reduced to a heat cap of less than 30- less than 20 if using single heat sinks- and that size of cap has been firmly established as far too low for almost anything.
This is part of why the Commando is looked down on among light 'mechs- with a maximum engine rating of 210, it's never even going to have that 20-point heat cap without being Elited or having double heat sinks, and 30 absolutely requires both of these things. This makes its role as 'That Light Mech With All The Weapons' unavailable to it, as it simply can't handle the heat from the things it's intended to use in combat. Even with it's increased speed cap, the Locust is going to be facing a similar, if not worse, problem itself.
Other classic light 'mechs like the Panther (35 tons, normal top speed 64 KPH and thus an inherent engine rating of 210 but mounting a PPC and SRM-4) quickly become ludicrous to think of ever using because of this.
This means that energy weapons, which are ordinarily ideal to mount on lighter 'mechs who don't have spare tonnage for ammunition a lot of the time, are no longer as good a match for the smaller machines and thus lose some of their important utility for which they were balanced in the first place.
So, with all those things noted, I'd like to make my own suggestion as to what to change about the current heat system to improve the state of the game. Not because I think the game is bad as it is- I enjoy the game, I'm glad PGI have been working on it, and I'm going to continue playing and enjoying the game. But because I like the game and want it to be better so that more people will enjoy it and people who enjoy it already will enjoy it more. Also, then PGI will have more reason to keep the game running for longer.
I would suggest setting a hard heat capacity and leaving it at that, but PGI has already declared they're not going to do that. So I won't argue for that.
I'd like to suggest altering the proportion of the base heat capacity and the heat capacity increases.
First off, I want to request that the base heat capacity not counting heat sinks (currently ten) be adjusted. I'd like to see it adjusted to something in the vicinity of 20-30, as that seems an appropriate number to have as a minimum heat capacity, given the heat generation of weapons currently.
Secondly, I'd like to recommend that heat sinks that are both internal and integral to the engine either all increase heat capacity by 1 each, or not increase heat capacity at all. Regardless of how effective they are at dissipating the heat, there's no 'where' to store the heat that isn't there already in the engine anyway. This would then remove the issue currently plaguing lighter and slower 'mechs where they can't afford to have decent weapons. without devoting huge amounts of space and tonnage to additional heat sinks- but then reduces the advantage granted over them to 'mechs that inherently use larger engine sizes.
Finally, in tandem with these two other changes, I would like to recommend that standard heat sinks mounted outside the engine or in an engine heat sink slot (the one given to engines of 275 rating or higher) increase heat capacity by 1, and double heat sinks mounted in similar locations increase heat capacity by 1.6- a mirror of their increase to heat dissipation. This cuts the advantage of double heat sinks over heat sinks in a way that I am hoping is not too drastic, while still leaving them a completely tangible upgrade and fairly well-balanced.
Overall, this would match up well with a lot of things (with, naturally, adjustment after testing). It would not be a hard, level heat capacity for all 'mechs, allowing PGI to not go back on their word. It would reduce the issues lighter and slower 'mechs have with lacking heat sinking capability compared to their heavier counterparts without enabling them to become ridiculous. It would reduce the exaggerated heat capacities found on some 'mechs, thus reducing the frequency of alpha striking. It's a relatively simple change, requiring only changes to existing mechanics. Finally, it would mean that single-heat-sink 'mechs, while still -often- at a penalty compared to double-heat-sink users, would not be so disadvantaged as to be basically nonviable anymore.
If you are coming to this topic to post a TL;DR response or tell me that this is a wall of text, please don't bother posting. You're wasting everyone's time, including your own. The same for if you're going to post to say that it's stupid to say things and the developers will never, ever listen to anything. I am not at all afraid of flagging useless posts to be reviewed by moderators, and it's been demonstrated that the developers -do- read the forums, even if they don't always post replies.
That said, I welcome actual discussion of points made or the solution proposed in this post.
Thanks.
-QKD-CRO
a.k.a. Elli Gujar
Edited by Elli Gujar, 04 October 2013 - 03:20 PM.