Its seems PGI is mixing idea's together, rather than being cohesive. Translating TT to real-time is tricky business at best.
The #1 thing that matters to me for MechWarrior to be like Battletech is retaining the build rules. As long as a Mech is the correct tonnage, and every weapon or piece of equipment weighs the tonnage it is supposed to and takes up the proper critical slots, then that feels "BattleTech"y to me. This has been done very well so far, its the other area's that need serious attention.
The second most important aspect, which
is lacking, is the heat scaling. Every MechWarrior game in existence, but MWO, used the idea of the
fixed heat scaling in order to emulate the "0 to 30" heat scale from the Table Top. Each of those games, to some varying degree, added in a little flavor in that translation. Examples: MW3 - Your hud can flicker out; MW4 - Ehhh, I don't remember, it did something else besides raise the heat though, at least in mods and Mech Paks; MW:LL - Proper modeled the over critical threshold heat - I.E., if you are over-riding into the critical zone your Mech takes continual damage to the armor, then your heatsinks automatically degrade/become destroyed under stress, then your weapons/engine are next.
MWO's pseudo-scaling really has messed things up - and heat stacking penalties is merely a bandaid to remedy it. And that's the cold hard truth.
What PGI should have done or should
do is take what worked in the previous games, the idea of the "fixed scale," (where both SHS and DHS are effective, dissipate heat fast) and expanded it - Examples:
- Mech at 25-30% heat, your Mech loses a little bit of top speed, but once cooled down, the speed returns.
- Mech at 50% heat, something to do with aiming? Hud flickering or torso weapons losing convergence?
- Mech at 75% heat, Your Mech loses a lot more speed, but again once cooled down, the speed returns.
- Mech at 90% heat, chance of ammo exploding. Hud is flickering constantly.
- Mech at 100% Auto Shut Down.
- Mech Over ride - up to 120-130% - Heatsinks degrade/become destroyed->Armor starts to peel away->all remaining ammo explodes->internal weapons and engine take damage (in that order)
- The ENTIRE scale from 0% to 130% should be visually represented, the over critical should not be hidden. It should also use better color coding from Blue, Green, Yellow, to Red displayed along side of it.
After that there is the problem of weapons and equipment - Concern #3. As long as the weapon acts as you expect it to, then that's all that matters. Problem #2, as listed above, interferes with this due to less cohesion in weapon functionality in combination with the pseudo heat scale (for instance, 15 SHS should just as effective as 8DHS to cool down a single ER PPC rather quickly). In some cases, exact damage values can work with different types of functionality, rather than all damage up-front at once.
- Lasers are really the only balanced weapons in my view - the duration was a good factor in translation to real-time while retaining the damage values.
- Pulse Lasers however, make less sense.
- AC's/UAC's retained exact damage values - hard to balance, especially for UAC's. At the very least, they should try adding in alternate AC's that fire faster and burst fire (several bullets that extend up to their 'damage yield' for their weight).
- LB-X - Without additional damage for clusters, makes less sense in real-time - (LRMs are spread weapons, and the damage was increased, which makes sense).
- PPC's should not have a min-range in a real time game, and if to remain should be given a Field Inhibitor. Easier to balance by longer cool downs, and bonus of transferring heat to target (like previous games)
- Gauss easier to balance simply by increasing the cool down.
- SRM/LRM should be fast-firing ripple fire missile systems like how they were in Mech Warrior 2 (seriously those were cool).
- ECM is blocking both indirect and direct fire of missile systems. ECM should only be blocking indirect fire of missiles. Example -> A friendly Mech spots another Mech that you can't see with a C3 Master, TAG, or NARC, so now you can fire at it indirectly. An ECM Mech comes along and blocks the NARC missile, or the Mech carrying TAG or C3 Master, and suddenly you can't fire your missiles indirectly, you have to go in LOS to fire at the ECM Mech and the other one with your LRMs now).
Edited by General Taskeen, 11 October 2013 - 08:44 PM.