The problem I’ve always had with the TT heatscale is that it starts punishing players, and inflicting chances for completely random dice-roll ammo booms, as low as, I believe, 10% up on the heat bar.
‘Mechs in MWO hit 10% on their heat bars just by dropping in Mordor.
There
needs to be a window of completely safe operation wherein a player can operate his energy weapons with a 100% certainty that firing one will not result in an ammo explosion…because that one time where you get a seriously unlucky roll and suffer a critical, game-ending ammo explosion after firing two medium lasers at the start of a match is going to stick with you
forever, and probably make you hate this game even more than you already do.
Ammo explosions are
no frogging joke, and the chances to trip one via overheat should be remote and something the player can mitigate. Any time you offer the RNG Gods a chance to decide the fate of a player, you need to offer ways to mitigate that chance. Enemy-triggered ammo explosions are mitigated by the presence of armor – once you get shot all the way down to internals, you can understand and accept that an enemy’s explosive round in your ammo bin could legitimately trigger an explosion.
The same intuitive logic needs to apply to self-triggered ammo explosions via overheat. There need to be three different zones to the heatscale bar – a ‘Green Zone’ bar wherein your ‘Mech is functioning within its design tolerances and will operate at 100% capacity. This bar needs to be at
least half of the total heatscale, in order to give energy weapons any chance whatsoever. There should be a “Yellow Zone” wherein your ‘Mech is exceeding tolerances and will start to behave poorly (reduced speed, turning, HUD effects, what-have-you), but in which it has not yet hit critical levels and does not risk heatsink meltdowns or ammo explosions or any of the other game-ending effects of the TT heatscale. Only in the “Red Zone”, at the end of the heat scale (the last ten or fifteen percent, tops), are you in Dangerous territory and risking catastrophic failure.
That way, players are only hit with things like meltdowns or cook-offs when their vision is swimming, their ‘Mech is practically falling over drunk from heat, and it would be readily apparent that they pushed the machine too hard for too long. Without that natural progression and intuitive logic, the regular TT heatscale would be a fantastic reason to never run anything but Gauss Rifles ever again.
Edited by 1453 R, 12 August 2014 - 10:25 AM.