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The Current Heat System Is Not Working


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#41 Koniving

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Posted 17 February 2014 - 04:24 PM

View Posto0Marduk0o, on 17 February 2014 - 04:14 PM, said:

On Caustic Valley I get a 3% heat increase while moving with 10 engine DHS.

Caustic, no unlocks, XL 255 engine, mech stripped, 9% heat full speed. 5% heat stationary.
Posted Image

Remember a mastered mech gets 20% more threshold (so if 50, it becomes 60) and 15% more cooling so if 2.0/sec it becomes 2.3/sec.

(Didn't check the head, apparently I have 1 ton AMS).

Also remember: The difference between the game and the testing grounds is that All Pilot Skills are Removed in testing grounds. ;)

Edited by Koniving, 17 February 2014 - 04:34 PM.


#42 Bhael Fire

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Posted 17 February 2014 - 04:41 PM

I've been suggesting a low heat cap, faster heat dissipation solution for a while.

It'd be a hell of lot easier for new players to figure out and would solve a lot of problems with the current heat system. Many weapons would need their heat stats adjusted however.

Basically the same thing Ghost Heat achieves could be achieved with this low heat cap system, but without it being convoluted and hard to explain to new players.

Edited by Bhael Fire, 17 February 2014 - 04:41 PM.


#43 o0Marduk0o

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Posted 17 February 2014 - 04:44 PM

View PostKoniving, on 17 February 2014 - 04:24 PM, said:

Caustic, no unlocks, XL 255 engine, mech stripped, 9% heat full speed. 5% heat stationary.


Remember a mastered mech gets 20% more threshold (so if 50, it becomes 60) and 15% more cooling so if 2.0/sec it becomes 2.3/sec.


Also remember: The difference between the game and the testing grounds is that All Pilot Skills are Removed in testing grounds. ;)

Yes my mech was mastered with XL275 in a live game. But 3 or 4% is nothing and this is a hot map. It should be at least 10% heat gain with max speed.

And once again for the poster above. Ghost heat does not only affect heat gain, it changes the way mechs are build, when boating is regulated.

#44 Sybreed

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Posted 17 February 2014 - 04:46 PM

View PostSandpit, on 17 February 2014 - 11:47 AM, said:

Heat system works for me. I'd like to see more disabling affects from high heat though. Slow movement, blurred vision, etc. Other than that, it's good to go

and it just won't work with how heat is implemented here. It's so easy to reach 80% heat, what's the point of adding penalties if after one salvo you've already overheated.

#45 Koniving

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Posted 17 February 2014 - 04:49 PM

View Posto0Marduk0o, on 17 February 2014 - 04:44 PM, said:

And once again for the poster above. Ghost heat does not only affect heat gain, it changes the way mechs are build, when boating is regulated.


So does lower thresholds. ;) But lower threshold is universal. Ghost heat is conditional.
Combine the two only when threshold alone can't do it, and well most problems are gone. Completely.

Until then, ignore ghost heat!


6 ER PPCs = 90. 300% of 30 threshold. In MWO if you bring that to 7 ER PPCs, at 100% heat+ and overriden, you can churn out more than 6 firings of all 7 ER PPCs at once -- with 1 minute waits in between.

Beyond that don't know, because someone killed me.

Current maximums (without map) (still carrying 1 ER PPC and using DHS) Note: 27 DHS.
Cooling Rate : 5.04 heat/sec
Heat Threshold : 88.55999999999999

Frozen City

Cooling Rate : 6.30 heat/sec
Heat Threshold : 110.69999999999999

And remember, clans can fit more heatsinks.

(Original poster's proposition) Note: 27 DHS (no one in their right mind has this many but it was the most I could fit with an ER PPC.)
True DHS and 30 threshold (again like above mastered mech).
Cooling Rate: 6.21 heat/sec
Heat Threshold : 36

Frozen City with true DHS and 30 threshold
Cooling Rate: 7.7625
Heat Threshold: 45 (3 ER PPCs at once = shutdown without ghost heat)

Edited by Koniving, 17 February 2014 - 05:00 PM.


#46 Solis Obscuri

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Posted 17 February 2014 - 05:00 PM

Force everyone to chain-fire.

All high-alpha problems solved.

No one needs to worry about Ghost Heat ever again.

MGs might need to be changed to some sort of burst-fire weapon.

#47 Noesis

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Posted 17 February 2014 - 05:05 PM

- ΔCappacity +ΔDissipation = ;)

#48 Bhael Fire

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Posted 17 February 2014 - 05:07 PM

View PostSolis Obscuri, on 17 February 2014 - 05:00 PM, said:

Force everyone to chain-fire.

All high-alpha problems solved.

No one needs to worry about Ghost Heat ever again.

MGs might need to be changed to some sort of burst-fire weapon.


No. That's not a solution, that's more of restriction akin to Ghost Heat. Also, Alpha strikes are an integral part of Mechwarrior/BT.

A low heat cap and faster heat dissipation would still allow alpha strikes, but would prevent players from alpa striking with too many weapons at once (at least not without shutting down or possibly damaging your mech).

It basically would achieve the same thing as Ghost Heat without the weird arbitrary penalties for each weapon type.

#49 TB Freelancer

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Posted 17 February 2014 - 05:59 PM

View PostRhent, on 17 February 2014 - 02:07 PM, said:

Ghost heat was directly implemented to deal with the 4PPC and 6PPC mech issue. The very first weapon system this was implemented on was the PPC. The game was getting killed by 40 and 60 pinpoint alphas at range.


To be realistic it was the 3D and Highlander that got people crying about PPC builds. By the time ghost heat, which was preceded by JJ shake, was announced the 4PPC stalker was weak compared to a 3PPC CFT-3D, Gauss/PPC builds were what were ruling the day. Jaggers were already greatly overshadowing the PPC stalker. What really got the "PPC meta" cry train hitting a fever pitch were PPC/Gauss builds with JJs, but PPCs got the majority of the blame. The 6 PPC mech was an oddity and never a game breaking build because it was so easily dealt with by experienced players, much the same as the splatcat and other builds everyone moaned about that had some fatal flaw that was easily exploited.



Anyway.

(I'm typing these out so there might be a couple of spelling mistakes in my copying of the text)

Quote

More than 30 Heat Points:
It is possible for a Mechs heat level to rise above 30. Heat in excess of 30 has no additional effect on the Mech beyond the power plant shutdown at 30 points of heat. It does, however increase the time it takes to restart the reactor mech, as the heat level must drop below 30 before the mech's reactor can be started. Mark any heat generated beyond 30 in the Heat Overflow box on the record sheet.


There's a little more but, that's the gist of it. Here's another quote from the same TT introductory book.

Quote

A classic example of using the lower limit of the Heat Scale effectively is the Awesome, which is armed with 3 PPCs and 28 heat sinks. Firing all three PPCs generates 30 Heat Points. Assuming the Mech stands still, this brings the Awesome's heat level to 2. This means that the Awesome can fire all three PPCs for two consecutive phases before the player must consider the affects of heat. In the third turn, if it fires only two PPC's the heat will drop back down to 0, even if the Mech runs. Using this knowledge, an Awesome pilot can maintain a steady barrage of 3-3-2 shots without any loss of performance due to overheating.


In pretty much all the older MW titles, SHS were OK, sometimes even desirable on specific builds, and builds comparable to the 8Q were viable mechs. In MWO it falls flat on its face in around 10 seconds. 14 if mastered.

Hell with 20DHS and 3PPCs an 8Q should be able to run full speed through lava, have a light with flamers on his back and still be able to hold the trigger down all day long. Instead it stalls out in 13 to 18 seconds in MWO. In both cases if the mech is moving at all, or on a hot map, you can cut seconds of their times to stall out.

Anyway getting to a solution. Outright getting rid of the threshold, putting in a hard cap (say 30 STD and low 30's mastered) and increasing dissipation to a baseline to reflect the wildly varying ROF changes would be a start. BTW, if you look at the TT quote, hitting 30 heat =/=shutdown. Going over 30 heat =shutdown. Being a live action game, just make it so that if you can only fire 2 consecutive alhpas bringing you to your heat threshold before getting penalized either by damage or shutting down. At some point there should be a hard cap for heat however, where a mech begins to take damage and an increasing amount based on how far over the hard cap it goes. Some upper cap say 40 before the mech starts taking damage, 50 running a very high risk of destruction.

Were the heat system addressed, with whole weapon types no longer being strangled by heat, it would greatly increase TTK and turn a lot of things upside down. Everything is interconnected, balance doesn't boil down to the simplistic thinking like the gibberish I often see coming from the pinpoint/convergence crowd, or even here when it comes to fixing the heat scale.

Keeping that in mind, the logical things to look at (while attempting to keep range/damage/heat of weapons close to TT) ROF slowed down for many weapons, heat dissipation increases, heat cap, possibly increased armor values and of course phasing out the heat threshold value entirely.

Being a live game, something so ambitious can't be done without serious shock to the community. The only way to implement such changes are incrementally.

Of course another thing PGI could do is simply throw TT heat values right out the window....

EDIT:

All that said, I forgot to mention Clans. If PGI does nothing about the heat scale before the Clans arrive, knowing that clan weapons typically run hotter, PGI will either have to wildly deviate from TT values or some stock clan builds will make the Awesome 8Q look downright heat efficient.

Either way, if the heat system isn't addressed, I strongly suspect we're going to see some massive nerd rage when the Clans arrive and Billy's favorite clan mech melts in 5 seconds flat.

Edited by TB Freelancer, 17 February 2014 - 06:07 PM.


#50 Solis Obscuri

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Posted 17 February 2014 - 06:20 PM

View PostBhael Fire, on 17 February 2014 - 05:07 PM, said:

No. That's not a solution, that's more of restriction akin to Ghost Heat. Also, Alpha strikes are an integral part of Mechwarrior/BT.

What integral part of Battletech allows you to roll all of your shots in a combat round as a single to-hit chance with a single hit location? Even Aimed Shots against Immobile targets or with a Clan Targeting Computer spread unless you roll very high for every to-hit roll for every weapon fired.

#51 wanderer

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Posted 17 February 2014 - 06:22 PM

View PostMister Blastman, on 17 February 2014 - 12:58 PM, said:

Firing 2 ERPPCs should make you overheat to borderline where if you fire one more weapon, you shutdown. You should then have to wait a solid turn before you can fire again.

Turn should be based on Medium Laser recycle time. Heatsinks should be adjusted to cool over this period of time.

Don't like waiting? Don't like PPCs so hot? Don't use PPCs. Use other weapons like smaller lasers. ;)



Or an AC/5, which will fire all day and not give a flying fig about heat. Or an AC/10. Or an UAC/5, any of which will give you effective DPS that far outlasts anything you could pump out with that ER PPC.

The more nerfed heat sinks became, the more the system skews in favor of ballistic/missile vs. energy, and the higher the base heat of a weapon, the worse that becomes. ER PPC's are the top of the charts there, and PPC's not far behind.

#52 Sandpit

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Posted 17 February 2014 - 06:29 PM

View PostKaryu, on 17 February 2014 - 12:52 PM, said:

Yes, I started my post with an insult. Sorry I'm not sorry.

Ghost heat was introduced to curb boating,

And you wonder........

No, it was not. It was introduced to stop alpha striking. If it stopped boating then I couldn't boat 5+LLs effectively regularly

#53 Bhael Fire

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Posted 17 February 2014 - 07:26 PM

View PostSolis Obscuri, on 17 February 2014 - 06:20 PM, said:

What integral part of Battletech allows you to roll all of your shots in a combat round as a single to-hit chance with a single hit location? Even Aimed Shots against Immobile targets or with a Clan Targeting Computer spread unless you roll very high for every to-hit roll for every weapon fired.


I said that alpha strikes are an integral part of the game, not pinpoint damage from alpha strikes. Never build straw men in burning barns...especially when the farmer is a deranged pyromaniac.

#54 Zolaz

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Posted 17 February 2014 - 07:40 PM

View PostTehSBGX, on 16 February 2014 - 04:52 PM, said:

I'm in favor of a 30 heat cap with high dissapation rate too, but it seems unlikely Paul will ever admit ghost heat doesn't work.


The problem isnt that he wont admit it, it is that he doesnt even recognize the problem. More time in game would give him a new perspective.

#55 Rhent

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Posted 17 February 2014 - 08:02 PM

View PostKoniving, on 17 February 2014 - 02:44 PM, said:


Battletech however, single shot AC/20s do not exist (tabletop is a 10 second summary; in lore and in the tech manuals there is no such thing as a single shot AC/20. The closest thing is a single shot UAC/20 operated by the Cauldron Born [ebon jaguar]). They range from magazine-fed 100 shot burst-fired multi-barreled gatling guns (Pontiac 100; Victor, Heir to the dragon), fully automatic 15 shots to do 20 damage Deathgivers (Atlas,Heir to the dragon), 10 shots (Crusher Super Heavy Cannon, TRO 3026), with the most powerful AC/20 dealing a slow series of 4 shots to reach its damage rating at 185mm in bullet size and 5 damage per bullet (Chemjet, TRO 3026).

Random other examples. Whirlwind AC/5 (3 shot, Wolves on the border and Price of glory). Luxor Devastator AC/20 (12 shot, Storms of fate). One thing to note, the Whirlwind/5 is a 90mm cannon. The largest AC/2 is an 80mm cannon and the only possible one for 2 damage per shot. However, clearly a 90mm cannon can only reach 1.67 damage per shot (5 damage / 3 shots = 1.666666666666667).

Many AC/2s are described between 100 and 10 (official) and two-round bursts (fan fiction).

The list goes on.

Autocannons replaced Rifles.

Rifles (Light, Medium, Heavy) rifles were single shot weapons based heavily on (our modern) tanks. These became obsolete as the highest caliber single shot weapons possible at the time required two hands, was very slow firing, and could only achieve 9 damage for an 8 ton weapon. However, compared to current tech armor, all Rifles receive a -3 damage penalty as obsolete tech.

A note on the Ebon Jaguar (Cauldron Born). It mounts the only 1 shot = 20 damage AC / UAC in existence. The UAC/20 it has fires 203mm rounds. In book fluff, it cannot, ever, mount a second one of the same kind of UAC/20. In tabletop this doesn't take place simply because tabletop doesn't take variants into account and summarizes 10 seconds as quickly as possible. This is because the recoil is so strong that the mech cannot handle it. And most mechs even the Dire Wolf, cannot handle using the weapon without having to remain completely stationary and braced.

Note that the Ebon Jaguar (Cauldron Born) in MWO would be approximately the height of a Spider, with the girth and width of an MWO Catapult K2 / Dragon hybrid. Very short, VERY WIDE, VERY LONG. And 65 tons.
Posted Image

Posted Image
It's weird leg positioning is to give its body support when using its high caliber firepower. It, like many clan mechs, also does not feature torso twist (obviously PGI will change this).

The point though, is that pinpoint autocannons in MWO's vain do not exist. Will they be addressed? Probably not, the design of MWO's network/server system prevents it from being possible (supposedly).


The Table Top AC/20 does 20 damage a shot, end of story.

#56 wanderer

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Posted 17 February 2014 - 08:08 PM

View PostRhent, on 17 February 2014 - 08:02 PM, said:


The Table Top AC/20 does 20 damage a shot, end of story.


And all lasers deal all of their damage to a single location in TT too.

As you noticed, that didn't work real well for MWO, so they changed it. The sooner they do that for PPC's and AC's, the better.

#57 Mcgral18

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Posted 17 February 2014 - 08:15 PM

View PostRhent, on 17 February 2014 - 08:02 PM, said:


The Table Top AC/20 does 20 damage a shot, end of story.


20 damage a turn. A 10 second turn. Not 60 damage and a half recycle.

#58 BrockSamsonFW

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Posted 17 February 2014 - 08:44 PM

View Posto0Marduk0o, on 17 February 2014 - 12:49 PM, said:

You can boat 4 PPC, you can't alpha all of them. That's it.


Except that after 2 or 3 volleys you are at the heat cap and the slow dissipation rate limits you to firing only 1 or 2 of them anyways. The extra PPC help for a few seconds and after that they are essentially dead weight.

You can do a heck of a lot more by using those 6 slots and 14 tons for something else (such as an AC that doesn't get it's DPS negated by your heat level).

#59 Rhent

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Posted 17 February 2014 - 09:05 PM

View PostMcgral18, on 17 February 2014 - 08:15 PM, said:


20 damage a turn. A 10 second turn. Not 60 damage and a half recycle.


And a PPC does 10 damage in a turn now 25 damage a turn. Welcome to MWO, where the developers have kept the base damage sorta and then upped the amount of times they can fire in a 10 second turn. An AC/20 does 20 damage pin point in TT, end of story.

#60 Mcgral18

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Posted 17 February 2014 - 09:18 PM

View PostRhent, on 17 February 2014 - 09:05 PM, said:


And a PPC does 10 damage in a turn now 25 damage a turn. Welcome to MWO, where the developers have kept the base damage sorta and then upped the amount of times they can fire in a 10 second turn. An AC/20 does 20 damage pin point in TT, end of story.


As do flamers, lasers and MGs. And guess what, they fixed the frontloaded pinpoint issue with those weapons along with SRMS...but not PPCs or ACs. Guess what's causing imbalance...huh. 3x damage and 2x armor doesn't help either.





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