While it is usually standard for the term 'CC' or 'Crowd Control' to only apply to RPGs, I prefer to use it in any genera where the goal is to do damage and subsequently smash things. In a genera of game where you smash things, a CC is an effect that does not directly smash anything. CC instead stops a target from moving, relocates a target, slows down a target, or limits the offensive or defensive capability of a target so the target is easier to smash. CC is often paired with damage, but with CC added the damage is often reduced or a cost is added as a balancing mechanic.
With MechWarrior Online's ghost infected heat system (the ghost infection is somewhat irrelevant to this topic), there exists an interesting opportunity for a unique and fun CC mechanic: heat debuffs. With a heat increasing weapon, you can apply frustrating heat penalties to a target. The heat debuff will bake and reduce the firing capabilities of the target. In the best cases, the baked target would also shutdown, or suffer heat related internal damage.
So MechWarrior Online could very much use a Heat CC weapon. Luckily, PGI had already implemented a great BattleTech canon weapon to act as this glorious Heat CC: The Flamer!
yay... ._.
Well the implementation of the Flamer wasn't exactly full of finesse. The resulting weapon is a 1 ton 90m range continuous fire weapon with less DPS than a single machine gun, and a heat effect that negates a few DHS's on the target. Also there's a weird increasing heat effect and an increased chance to crit. It's not a heat inducing weapon, it's an energy based machine gun, and it isn't very good.
Here's a heat inducing weapon.
Flamer:
- 1 ton
- 0.70 DPS (continuous fire)
- 90 meter maximum range
- 1.00 HPS (flat)
- Each second of flamer damage applied to a target adds 1.5 Environmental Heat to a target. Multiple flamers stack.
- Only a maximum of 15 Environmental Heat can be added to a target by Flamers.
- Each tick of Flamer Environmental Heat lasts for 6 seconds before dissipating.
The numbers I chose are debatable. For reference, a mech with 10 DHS and all Efficiencies has a base heat capacity of 60 and a base dissipation of 2.3 Heat/second. I'm not sure of map specifics.
The idea here is that flamers induce a heat debuff with a duration to a target, one that more legitimately threatens enemy mechs, and is especially dangerous to mechs operating at the edge of their heat. Light mechs would be especially dangerous boating flamers, as they can get close to and circle a large target. As it is a decrease in heat capacity, the debuff is also categorized with the heat capacity reduction on hot maps.
Also, a complementary idea for a color coded heat bar:

Also, Inferno SRMs? Maybe?
Edited by Alcom Isst, 08 January 2014 - 06:58 PM.















