MecatamaMk2, on 12 August 2014 - 05:58 AM, said:
this is ONLINE, NOT BOARD.
MWO bound bt boardgame.
for balance. corerule ignore.
I hate to say it, but the reason the balance is so bad is that PGI has, in fact, selectively ignored every rule they see fit.
For example, "ECM" has ignored ALL core rules.
Result? ECM mechs are the only playable mechs.
Here is another example: Threshold = 30. Ignored. Threshold is whatever PGI feels like it should be and it raises.
Result: Lots of boating. Result: Ghost heat. Result: Lots of poptart meta (it would be completely unfeasible as a meta with 30 threshold). Result: SHS are useless. Result: Small and Medium lasers are given higher than normal heat. Result: Large lasers are given lower than normal heat. Result: Meta favors long range. Result: Clan mech superiority (they have longer range). Result: Plethora of unnecessary and awful balancing decisions.
This could go on all day...and the next day...and the next day.
---------------
On the SHS are useless...
Proper time to cool from 30 threshold with 10 SHS. 30 seconds.
Proper time to cool from 30 threshold with 15 SHS. 20 seconds.
Proper time to cool from 30 threshold with 20 SHS. 15 seconds.
Proper time to cool from 30 threshold with 25 SHS. 12 seconds.
Actual time to cool with 20 SHS in MWO due to rising threshold WITH FULL ELITES (that enhance cooling from 2/sec to 2.3/sec) : 26 seconds. Faster cooling than tabletop and it still takes longer.
26 seconds to cool down ≠ 15 seconds to cool down.
Viability is lost.
20 SHS = 10 DHS.
10 true DHS with elites in MWO = 26.087 seconds to cool down.
This is because the threshold rises to 60.
(Fun fact: Despite much faster cooling with elites, the fact that the threshold rises even more means you take even longer to cool to zero from 100% heat).
So, the game makes all heatsinks take longer to cool down even when you are able to cool heat FASTER than tabletop, because the thresholds get higher.
But, because the thresholds are so high, you can alpha strike so much, repeatedly. Resulting in the need for ghost heat; a completely alien and unnecessary concept had the game not taken liberties in how the heat system was designed.
Sure, something would need to be done about twin AC/20s. Got two easy answers for you. Remove convergence OR lore-friendly AC/20s (which are burst fire). Even better is to go by the 10 second rule. AC/20 is a Class 20 autocannon whose damage class specifies that it can do 20 damage within 10 seconds. If it fires 4 times in 10 seconds, then each shot does 5 damage. Follow suit with all weapons and the highest pinpoint you can possibly get (assuming Gauss Rifles are still 1 shot = 15 damage) is 30. Slap in a charge limit and bam, 15 + 10 + 10 is the highest feasibly possible damage that could be done at range in a single shot, and that's once every 10 seconds. And a charge limit can solve that too. The point though is that ghost heat was completely unnecessary, the problem is rooted in the threshold.
Edited by Koniving, 18 August 2014 - 08:52 AM.