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Idea: Kill Ghost Heat, Buff Heat Effects!


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#1 Aaren Kai

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Posted 31 July 2014 - 02:44 AM

Heat is a toothless snake in this game, like the dracs. Which is a shame as it is one of the balancing aspects of weapons and mechs. I know it has been said before and I feel like bashing my head into a wall and saying it again...

Add heat effects that correspond to the mechs heat level.

I am not even going to bring the able top scale into this discussion. This is no table top game play, so a new scale should be used. However, the mechanic has merit.

Benefits
  • Reduced alpha strike / heat spike game play
  • Buffs efficient mechs with better DPS
  • Adds additional balance to weapons so bigger is not always better
  • Increases engagement time to make maneuvering, and mobility a greater asset
  • Increases player engagement. Less turret warrior - slightly more simulator
  • Risk vs reward increase to make gameplay 'sticky' not 'stale'
  • Water as gameplay asset (cool down factor, heatsinks in legs anyone?)
  • Flammers! Inferno SRMS!

Possible Effects
  • HUD/Reticle flicker movement
  • Sluggish mech response and top speed
  • Ammo explosions
  • Weapons damage
  • Heatsink malfunctions
Okay I have said my bit. Back to my dark hole...

#2 Impyrium

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Posted 31 July 2014 - 03:04 AM

Yes, believe me, so many of us would want this. But PGI has never shown any interest in developing such a system, and I have a feeling it goes along the lines of [Time required to develop feature] + [Increased difficulty for newbies] = [I don't think so].

#3 Wolfways

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Posted 31 July 2014 - 03:07 AM

This would require a complete overhaul of the heat system. Heat in BT increases/decreases slowly. In MWO all heat is spike heat.
Players using PPC's would apply the "heat effects" nearly every time they fired.

#4 CocoaJin

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Posted 31 July 2014 - 11:18 AM

But if that is an intended balancing feature for PPCs, then may be would have less PPC abuse. It seems the IP has all these great balancing mechanics to discourage overly weaponized abominations, and MWO chose to omit them...and then we wonder why we have so many meta-monsters roaming the battlefield.

I'd embrace the inclusion of IP or perhaps IP inspired heat effects.

Edited by CocoaJin, 31 July 2014 - 11:18 AM.


#5 Wolfways

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Posted 31 July 2014 - 11:26 AM

View PostCocoaJin, on 31 July 2014 - 11:18 AM, said:

But if that is an intended balancing feature for PPCs, then may be would have less PPC abuse. It seems the IP has all these great balancing mechanics to discourage overly weaponized abominations, and MWO chose to omit them...and then we wonder why we have so many meta-monsters roaming the battlefield.

I'd embrace the inclusion of IP or perhaps IP inspired heat effects.

It was a balance feature for all weapons.

#6 CocoaJin

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Posted 31 July 2014 - 11:47 AM

View PostWolfways, on 31 July 2014 - 11:26 AM, said:

It was a balance feature for all weapons.


Sorry, I assumed that...and embrace it for it all. I was just using PPCs as a prime example.

#7 Cion

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Posted 31 July 2014 - 11:49 AM

There have probably been more suggestions to replace/eliminate ghost heat than any other topic on this forum...... and we still have ghost heat.

Some suggestions are EXTREMELY thorough......but we still have ghost heat.

And Ghost heat is not even explained well, in the game, it's hard to understand as a new pilot, etc...... it's ghost heat...

#8 CocoaJin

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Posted 31 July 2014 - 12:09 PM

Why do devs just make up some willy-nilly, band-aid fix to address balancing mechanics, when a perfectly good one already exists and is plainly laid out for use?

It's like choosing to replace the tires on your car, but instead of using the tires options available to the car, you just chose some tire you like and wonder why the car handles horribly, the speedometer is wrong and tires rub inside the wheel well.

If you are going to reverse engineer a technology, are you going to decide to substitute something lose for an integral component of a system? Then why screw with something as integral as heat mechanics when reverse engineering BattleTech into a PC game?

I get they had to re-invision rates for heat and weapons fire in order to play real time...but that's purely cosmetic...why start messing the mechanics?





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