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Devs Say Alphas Are A 'problem'?

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#101 VanillaG

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Posted 16 July 2014 - 03:18 PM

View PostSatan n stuff, on 16 July 2014 - 02:58 PM, said:

No, ideally you would use weapons with similar ranges, with enough heat sinks and/or ammo to keep shooting until the target dies, and either such a massive range advantage that you'll only have to walk backwards at worst, or a high enough speed to keep the target in your preferred range indefinitely. Plenty of custom builds fit the bill. Firing discipline generally loses to more heat sinks and more damage on target.

If you can get into and keep the optimal range. I find that building a brawler build sometimes leaves me with nothing to do if my team is ridge humping and sniping at each other and running a ranged build is useless if the majority of my team is brawlers. None of my mechs run a meta approved loadout but I personally like running mixed ranges so I can cover more contingencies based on the random mechs that I drop with and against in PUG matches.

#102 YueFei

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Posted 16 July 2014 - 06:53 PM

View PostVanillaG, on 16 July 2014 - 03:18 PM, said:

If you can get into and keep the optimal range. I find that building a brawler build sometimes leaves me with nothing to do if my team is ridge humping and sniping at each other and running a ranged build is useless if the majority of my team is brawlers. None of my mechs run a meta approved loadout but I personally like running mixed ranges so I can cover more contingencies based on the random mechs that I drop with and against in PUG matches.


You're not useless in a ranged build if your teammates are all brawlers. You can still stand like 150 meters behind them and pour fire into their targets.

#103 Sandpit

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Posted 16 July 2014 - 07:23 PM

View PostVanillaG, on 16 July 2014 - 03:18 PM, said:

I personally like running mixed ranges so I can cover more contingencies based on the random mechs that I drop with and against in PUG matches.

and therein lies the true problem. There's a disconnect and no way (at least not the way PGI has implemented things to this point) of separating out min/maxers from casual players who like doing things like this.

Throw in the fact that the word "casual" is taken to mean "I don't wanna play in a team, I just wanna play and stomp and shoot regardless of how much teamwork is emphasized" by many players instead of simply meaning "i'm not a hardcore competitive type player interested in min/maxing, I just want to have some fun and build casual stuff with mixed loadouts"

toss all of that into the same game with no way to differentiate the different players and you ahve what we have now
dozens of "op" threads because some guy got owned by whatever the latest bandwagon is
dozens of "l2p" posts in retalliation
and a complete disregard for that fact that different players at different levels and in different queues have completely different game experiences.

PGI, in its "infinite" wisdom, has decide it's better to throw all of those players into the same pools and let them argue about it instead of doing what the majority of multiplayer games do and give different sections of the population ways to play the game more to their liking.

No amount of MM, Elo, restrictions, rules of 3, etc. is going to change that.

#104 TOGSolid

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Posted 16 July 2014 - 10:02 PM

View PostSandpit, on 16 July 2014 - 07:23 PM, said:

and therein lies the true problem. There's a disconnect and no way (at least not the way PGI has implemented things to this point) of separating out min/maxers from casual players who like doing things like this.

Throw in the fact that the word "casual" is taken to mean "I don't wanna play in a team, I just wanna play and stomp and shoot regardless of how much teamwork is emphasized" by many players instead of simply meaning "i'm not a hardcore competitive type player interested in min/maxing, I just want to have some fun and build casual stuff with mixed loadouts"

toss all of that into the same game with no way to differentiate the different players and you ahve what we have now
dozens of "op" threads because some guy got owned by whatever the latest bandwagon is
dozens of "l2p" posts in retalliation
and a complete disregard for that fact that different players at different levels and in different queues have completely different game experiences.

PGI, in its "infinite" wisdom, has decide it's better to throw all of those players into the same pools and let them argue about it instead of doing what the majority of multiplayer games do and give different sections of the population ways to play the game more to their liking.

No amount of MM, Elo, restrictions, rules of 3, etc. is going to change that.

If the game was actually balanced and had legitimate role warfare then PGI wouldn't need to sort us all into our own little playpens where we can all pretend to be the super l337 players we think we are. There will always be min/maxers but right now the min/maxers consist of "pinpoint meta builds" and then there's basically everyone else who either doesn't understand or just doesn't give a ****.

Yes, a skill based matchmaker would still be important and allow people to settle out to their own respective skill levels, but people still need to be confronted by better players otherwise they don't learn and get better. That's why there aren't individual hugboxes to sort people into but instead a whole lot of grey.

Edited by TOGSolid, 16 July 2014 - 10:06 PM.


#105 Aim64C

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Posted 16 July 2014 - 11:16 PM

View PostSolasTau, on 15 July 2014 - 01:17 PM, said:

So... I'm new to MWO. I've been playing two weeks... and largely I have no real issues with the game outside of things that I remember being radically different from BattleTech. I used to run BattleTech games, so there's some differences between TT and MWO that kinda' grind my gears, but I always try to keep in mind that hey, this is an FPS, it's GOING to be different. So that said...

Let's talk about Alpha Strikes.

I was reading that the dev team thinks Alpha Strikes are a problem-that the prevalence of builds in meta that focus on doing the biggest Alpha they can is something that bothers the devs. This may be outdated info or whatever have you, but I was reading it just the other day. This got me thinking about how the board game deals with this issue, and in so thinking about that, I also got to thinking about the differences between MWO Heat and BattleTech Heat.

Most MechWarrior players I've ever talked to don't KNOW that the Heat system in BattleTech is BRUTAL. If you're mad that your mech shuts down at "max" heat, you may not want to read this link, 'cuz that's PANSY MODE for BattleTech. http://d20battletech.wikidot.com/heat

Important: I know BattleTech's heat system is designed for a TURN BASED STRATEGY game and would NOT be good for an FPS. But I *believe* that sticking a little closer to that table would vastly improve the "balance" of the game. If nothing else, it would make shake up the meta very hard and max damage alphas would probably disappear...or be made of Gauss Rifles exclusively.

So how do we get there? ...I'm not sure. I don't KNOW exactly how they translated a BattleTech turn to model heat and heat dissipation in real time. My best guess is they doubled the Max heat a 'mech could sustain at any one time (so 60 instead of 30 Heat) and then applied a linear amount of heat cooled per heat sink per "time period" that I also do not know. That "time period" is very key to this discussion. They may have painstakingly adapted a variant of the rules and it's just obtuse on the surface... but I more strongly suspect they took the concept and applied their own internal reasoning to it as that would be appropriate for an entirely different game.

Anyhow. I'm just responding to what I was reading. I don't know how current it all is, I'm late to this party, on and on. And if this has been talked about prior to me chiming in, well... it's till a good idea. So there. ;p


You are somewhat correct in your observations.

The heat system in battletech works as follows - your mech fires and generates heat during its turn. At the beginning of the next turn, the total number of operational heatsinks is deducted from the heat total.

Effectively, this means that if you had 20 double heatsinks - you can generate 40 points of heat without having any heat to penalize you on the start of your next turn.

So the heat system is not nearly as brutal as it sounds - since you have to exceed your heatsink capacity by a considerable amount before problems arise.

The problem is that PGI did not properly think about how to incorporate a real-time heat system. They thought that they could have heatsinks increase the shutdown limit and simply cut heatsink performance while keeping various tabletop values.

They thought that, by doing this, it would force players to more properly manage how much heat they were building up.

Of course, having never played a computer game before, PGI didn't expect players to figure out that it was far more beneficial to stack on high-heat, instant-damage weapons (such as PPCs) and slam those weapons into an exposed opponent before dropping back behind cover (even if that meant they had to wait a little while to cool down).

Which is why they eventually introduced "heat scaling" and other insults to innovation.

The solution is relatively simple and revolves around the thermal equation. You have heat-sink capacity and you have chassis capacity. Between the two sits an insulator with a given value and for every unit of energy (heat) added to the heat sink system, a nonlinear migration of that energy to the chassis begins (the more heat in your heatsinks, the less effective the insulator, the faster heat bleeds over into your chassis).

The insulator works both ways - meaning that 'spiking' your heat leads to a disproportionate buildup in your chassis (that takes longer to get rid of and tends to linger) as compared to a more gradual process of firing that gives heatsinks time to dissipate heat out of the system.

If you 'spike' your heat higher than what your heatsinks can handle - it spills over instantly into the chassis and begins slowing the mech and even causing damage to internals).

This would actually make single heatsinks very challenging to play - as a stock mech with 10 standard heatsinks would suffer heat buildup (due to environmental and movement buildup) when firing one PPC - if we go according to BT values.

Of course - it would be a negligible amount in the long run - but failing to let the heatsinks dissipate heat would result in more heat dumping directly into the chassis (which would cause problems).

With that system - you have no need for heat scaling. 2 ERPPCs is 30 heat. A 40 heatsink capacity is pretty high-end for most mechs (even clans) - which means that firing 2x 2ERPPC volleys results in 60 heat with current recycle rates putting direct heat dump into the chasis at around 5 points with another 5-8 points crossing the insulating barrier during the first recycle (to continue pouring over as the heatsinks try to remove the buildup).

It creates a natural gradient where creating a 'spike' of 15 points may only result in a spill-over of 2 points while a heat spike of 30 might result in 6 points building up in the chassis.

Thus, you don't really run into a situation where a Jenner fires its lasers and instantly crawls to a halt (again, exact values would be subject to some change - and I argue that some weapons need their mechanics completely overhauled) - nor do you get a situation where you can blast 4 PPCs all at one time without suffering a real-time consequence for the decision (but not arbitrarily decide how many weapons you can fire at one time without suffering phantom heat - heat buildup would be more a consequence of management and design than a consequence of developer arbitration).

The simplest way to think of this idea is if you have two pots of water connected by a small tube. One pot is a fixed size of 30 units and represents your chassis. The other pot can be stacked onto in 1 or 2 unit increments (depending upon whether we are talking single or double heatsinks). Each time a weapon is fired, a certain unit of water is added to the pot of variable size equal to the heat the weapon generates. In the bottom of the pot is a drain sized so that, if full, the pot will drain fully within 10 seconds.

The higher the water rises in that variable pot representing your heatsinks, the more pressure there is to push water through the small tube and into the pot with a fixed size and the quicker the water levels will equalize.

Should you over-fill the variable sized pot, it simply overflows directly into the pot with a fixed size.

Perhaps a small drain can be added to the fixed pot to simulate the sinking effect of armor (which would get rid of the last few units of heat more quickly than it would pass through the small tube).

But that might have just confused anyone who thought they understood. Pictures are worth a thousand words, and I think there are about two pictures here.

#106 Zeus89

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Posted 17 July 2014 - 12:06 AM

I've been saying it for awhile now. Just implement reticle shake, like players experience when jumping (actually jumping, not just the drop), for firing multiple weapons and for running with high heat. Larger weapons and higher heat levels have larger reticle shake, simulating an overheating targeting computer or power draw. This way we actually get some friggin' firing discipline.

Alternatively, let's just have PGI cut every map except Mordor. Watch everyone get pissed then.

#107 SolasTau

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Posted 17 July 2014 - 02:41 AM

@Aim64c: I simplified things a great deal since I know most people aren't familiar with / don't care about the mathematics and turn by turn play of how heat works in TT. Again, we're dealing with an FPS as opposed to a TBS game, so the idea is to properly translate concepts from one to the other. My primary argument is that this game *particularly* decided not to follow that translation of concepts and instead do its own thing, which has created the problems as we see them presently.

Now... as to the specific reasons the problems are as they are? My best guess is that it has to do with the heat system being not even too forgiving, but basically being hung out there to be abused. I have mechs that I have to Alpha Strike five times before I start worrying about shut downs, and that seems a little extreme, although granted I'm not running any assaults yet. Even my high heat twin PPC + lasers machine only needs to be conscious heat exists-it's not really a 'problem' per se until I really get in the thick of it.

Also sir, I applaud you for your excellent addition of a bit of good snark inside your wall of text.

Edited because words not good type 8 hour shift after night morning in....

Edited by SolasTau, 17 July 2014 - 02:43 AM.


#108 Tom Sawyer

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Posted 17 July 2014 - 04:20 AM

View PostThomasMarik, on 15 July 2014 - 02:31 PM, said:

The hell of it is converting the tabletop heat rules into MWO wouldnt be that hard

Heats does 5 things.
It slows you down.
It lowers your accuracy
It shutsdown your mech
It risks Ammo explosions
and It has a chance of hurting the pilot if Life support is destroyed.

Slowing down the mech as it heats up should be strait forward.

Lowering your accuracy could be simply adding a little but of wobble to the Reticle as you heat up ala Jump Jetting. For that matter walking and running should add a little wobble too.

Shuting down your mech should be more than just avoiding max heat. As you get hotter your mech wants to shut down. You have to overide before it happens. As it gets hotter the window to hit the overide should be smaller.

Ammo explosions should be a big risk when your mech starts to cook. If you ride the line you should be taking a chance.

The Pilot damage thing is the only thing that doesnt really translate into MWO. TO be honest the odds of this ever happening in TT is rare. However you could instead just have heat distortion inside the cockpit as it gets really hot.


The devs need to take a page from the table top heat scale. Not just ghost heat. Have your ammo cook off. Have your computers explode in your cockpit. Have your windshield crack. Pilot damage could be having your screen fade to black or red for a couple seconds. Have your top speed be reduced due to your mech "muscles" being heat damaged ect ect. Push your mech to 30 TT values instant explosion. I believe the stock Nova apha does this.

Smart players will quickly learn to monitor their systems. Or maybe PGI just not want to cause anyone to leave due to too harsh of a system?

#109 SpiralRazor

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Posted 17 July 2014 - 04:56 AM

View PostSolasTau, on 15 July 2014 - 01:17 PM, said:

So... I'm new to MWO. I've been playing two weeks... and largely I have no real issues with the game outside of things that I remember being radically different from BattleTech. I used to run BattleTech games, so there's some differences between TT and MWO that kinda' grind my gears, but I always try to keep in mind that hey, this is an FPS, it's GOING to be different. So that said...

Let's talk about Alpha Strikes.

I was reading that the dev team thinks Alpha Strikes are a problem-that the prevalence of builds in meta that focus on doing the biggest Alpha they can is something that bothers the devs. This may be outdated info or whatever have you, but I was reading it just the other day. This got me thinking about how the board game deals with this issue, and in so thinking about that, I also got to thinking about the differences between MWO Heat and BattleTech Heat.

Most MechWarrior players I've ever talked to don't KNOW that the Heat system in BattleTech is BRUTAL. If you're mad that your mech shuts down at "max" heat, you may not want to read this link, 'cuz that's PANSY MODE for BattleTech. http://d20battletech.wikidot.com/heat

Important: I know BattleTech's heat system is designed for a TURN BASED STRATEGY game and would NOT be good for an FPS. But I *believe* that sticking a little closer to that table would vastly improve the "balance" of the game. If nothing else, it would make shake up the meta very hard and max damage alphas would probably disappear...or be made of Gauss Rifles exclusively.

So how do we get there? ...I'm not sure. I don't KNOW exactly how they translated a BattleTech turn to model heat and heat dissipation in real time. My best guess is they doubled the Max heat a 'mech could sustain at any one time (so 60 instead of 30 Heat) and then applied a linear amount of heat cooled per heat sink per "time period" that I also do not know. That "time period" is very key to this discussion. They may have painstakingly adapted a variant of the rules and it's just obtuse on the surface... but I more strongly suspect they took the concept and applied their own internal reasoning to it as that would be appropriate for an entirely different game.

Anyhow. I'm just responding to what I was reading. I don't know how current it all is, I'm late to this party, on and on. And if this has been talked about prior to me chiming in, well... it's till a good idea. So there. ;p




Your tabletop experience and mine differ COMPLETELY...like...wow..... In table top, i was quite used to everyone running a heat neutral build, or at most 1 or 2 points per turn build up even after movement and alpha strike. And were talking 50+ damage alphas, with normal not double armor.


The heat system in BT is cool and all, but once you start to make custom rides ...bleh...the only way your going to get someones heat up is with Inferno SRMS.

#110 Tombstoner

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Posted 17 July 2014 - 05:24 AM

View Postcdlord, on 16 July 2014 - 01:31 PM, said:

LOLz

Yes i know its a video game, but then why not allow magic can create healer mechs....its been suggested. We have magical levels of pin point accuracy.

#111 nehebkau

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Posted 17 July 2014 - 05:36 AM

Just one question, what defines an alpha? Does my spider with a PPC and ML get screwed because someone is firing 6 CERMLs, 2CERLLs at the same time? Both are using alphas.

Alpha's are NOT the problem as several people have pointed out -- convergence IS the problem.

I think PGI should look at torso weapons. They shouldn't converge at all. Weapons in your torso should not hit where you aim the cross-hair, unless, said weapon is in the dead-center of your mech. If you are shooting a PPC in the right shoulder it should hit high and right of the cross-hair, left shoulder, left and high of the cross-hair That would mean, for every torso weapon you would need to manually compensate for where on your mech that weapon is located to get it to go where you want.
In that instance, an alpha strike of all your torso weapons would not hit on the same spot on an opposing mech. Heck, you might even miss with all your weapons if the mech is side on and much smaller then you.

After doing that they should adjust convergence speed based on the arm movement speed and size of your mech. A DWF, with those tubby arms, should converge much, much slower than a jenner with those tiny winglets.

Edited by nehebkau, 17 July 2014 - 05:40 AM.


#112 Tombstoner

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Posted 17 July 2014 - 08:44 AM

View Postnehebkau, on 17 July 2014 - 05:36 AM, said:

Just one question, what defines an alpha? Does my spider with a PPC and ML get screwed because someone is firing 6 CERMLs, 2CERLLs at the same time? Both are using alphas.

Alpha's are NOT the problem as several people have pointed out -- convergence IS the problem.

I think PGI should look at torso weapons. They shouldn't converge at all. Weapons in your torso should not hit where you aim the cross-hair, unless, said weapon is in the dead-center of your mech. If you are shooting a PPC in the right shoulder it should hit high and right of the cross-hair, left shoulder, left and high of the cross-hair That would mean, for every torso weapon you would need to manually compensate for where on your mech that weapon is located to get it to go where you want.
In that instance, an alpha strike of all your torso weapons would not hit on the same spot on an opposing mech. Heck, you might even miss with all your weapons if the mech is side on and much smaller then you.

After doing that they should adjust convergence speed based on the arm movement speed and size of your mech. A DWF, with those tubby arms, should converge much, much slower than a jenner with those tiny winglets.

Why.... its presumed that part of the weight for the weapons system is actuators for targeting. Its not just the arm actuators. many of theses weapons could be mounted on turrets with limited fields of movement. One solution as to make alpha strike a module and give it a cool down. then abolissh weapon groups and only let one weapon fire at a time. that would suck and harm game play.

I think convergence needs to be reimplemented but inverted. At issue is when you cross a ridge line the focal point for your shot is the ground. when you crest the ridge the focal point moves down range. this is the point where your shots are going to hit/ cross over. fire too soo n and your shots cross and miss your target completely. the means the focal point moves from the mech outwards to the target. whats needed is to focus on a point near infinity and then converge on target.

So when you crest the ridge the focal point snaps to infinity and collapses twords the mech preventing a criss cross situation. meaning snap shots are going to follow strait lines down range and not hit pinpoint but be spread over the mech. it also mean that some shots can miss due to placement on the mech.

#113 A banana in the tailpipe

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Posted 17 July 2014 - 08:49 AM

Alphas are a problem for sure because I would be horrible without them.

#114 SolasTau

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Posted 17 July 2014 - 10:34 AM

View PostTombstoner, on 17 July 2014 - 08:44 AM, said:

Why.... its presumed that part of the weight for the weapons system is actuators for targeting. Its not just the arm actuators. many of theses weapons could be mounted on turrets with limited fields of movement.


Earlier in the thread I mentioned I thought convergence was a bit of a red herring. A problem for sure, but more something that is exacerbating another issue. Quite literally this is why. The vast majority of weapon systems are *implied* to be mounted on limited turret systems that are tied into the mech's computer to increase the accuracy of those systems. In other words, for it to be more like Table Top, every mech should come equipped with aim bots that help you smart target enemy units. In fact, from a hard core sim perspective, giant, expensive walking robots SHOULD have serious aiming assists to make sure they are viable battlefield investments. Convergence is actually NOT as bad, at least in theory, as it is in TT.

FURTHERMORE, there is no reasonable explanation that all guns on the torso sections couldn't be installed to be pointing straight at a pre-selected targeting position. It was done for simplicity's sake, but it actually would make sense to do it on pretty much any mech that isn't like a Hollander II. My only reason for exempting the Hollander II is that it's basically a one trick sniper mech... let it aim.

The main difference of course is in TT you roll to see where your shot ended up hitting, and this is to *reflect* the idea of combat being chaotic. In an FPS, this randomness is replaced by your calculating (or frantic) defensive actions. In fact, the pinpoint accuracy of weapons is, if anything, something this community wants-reductions in randomness. And to that end, it feels disingenuous to say that you're unwilling to deal with "random" shut downs caused by you shooting too many guns at once, and then ask for more randomized attacks. (Feels, not is) In defense of this, *I'd* personally be fine with torso weapons having independent cross hairs, but it's likely a large chunk of more FPS minded players would say screw that. OTOH, they could also love it because it would help them feel like they really ARE piloting a giant freakin' robot. But it's a risk.

This is why I feel it all comes back to the heat system being overly simple. The problems with it being a binary system (on and shut down) as opposed to a scaling system with various levels of accumulating penalties leads to people playing in this style. The point from the dev's that I took away isn't that an Alpha is a 'last resort,' but that it should be scary on BOTH ends of it and used infrequently as a result of that fear of the consequences.

I'd like to say that this has been an awesome discussion so far. It's so cool how many people in here really care about the game and want to see well thought out, meaningful changes in spite of how hard they will shake up the current meta.

#115 Zyllos

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Posted 17 July 2014 - 10:49 AM

View Postnehebkau, on 17 July 2014 - 05:36 AM, said:


I think PGI should look at torso weapons. They shouldn't converge at all. Weapons in your torso should not hit where you aim the cross-hair, unless, said weapon is in the dead-center of your mech. If you are shooting a PPC in the right shoulder it should hit high and right of the cross-hair, left shoulder, left and high of the cross-hair That would mean, for every torso weapon you would need to manually compensate for where on your mech that weapon is located to get it to go where you want.



Honestly, I think all hardpoints should fire straight ahead. But arm mounted hardpoints can point their aiming vector.

#116 WildeKarde

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Posted 17 July 2014 - 10:56 AM

Wouldn't the simple option be your alpha is limited to 10% of your engine size. That would mean the max of a 40pnt alpha. Put some waffle on engines power the weapons being limited

#117 FupDup

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Posted 17 July 2014 - 10:58 AM

View PostJake Hendricks, on 17 July 2014 - 10:56 AM, said:

Wouldn't the simple option be your alpha is limited to 10% of your engine size. That would mean the max of a 40pnt alpha. Put some waffle on engines power the weapons being limited

We don't need even more mechanics that favor mechs packing in the biggest engine they can.

#118 Zyllos

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Posted 17 July 2014 - 11:19 AM

View PostJake Hendricks, on 17 July 2014 - 10:56 AM, said:

Wouldn't the simple option be your alpha is limited to 10% of your engine size. That would mean the max of a 40pnt alpha. Put some waffle on engines power the weapons being limited


Ya, doesn't quite make any sense.

#119 Mcgral18

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Posted 17 July 2014 - 11:21 AM

View PostJake Hendricks, on 17 July 2014 - 10:56 AM, said:

Wouldn't the simple option be your alpha is limited to 10% of your engine size. That would mean the max of a 40pnt alpha. Put some waffle on engines power the weapons being limited

View PostFupDup, on 17 July 2014 - 10:58 AM, said:

We don't need even more mechanics that favor mechs packing in the biggest engine they can.


Heat capacity is already gimped with that.

Though it has merit, it shouldn't be limited to damage points. Missiles are considerably worse, point for point, than isACs, PPCs and Gauss. Lasers are worse as well, but you can still aim them, while not being able to place 100% of the damage where you want.

#120 CDLord HHGD

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Posted 17 July 2014 - 11:25 AM

My thought is to tie ghost heat with max potential alpha damage output. If the damage goes over let's say the damage from a single shot of our most powerful weapon, ghost heat applies. For example, damage up to 20 points is free and clear, get to 21+ points and the heat exponentially increases. Now, I know LRMs do more than 20 pts of damage so these numbers are arbitrary and should be reviewed for adjustment.





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