Dark Jackal, on 14 September 2014 - 01:37 PM, said:
Yes, you also get a Pilot malus too as you're doing +8 heat that goes onto the heat table. Movement is your call if you want to take risk with a BV heavy shiny Timby-A if you think you won't really benefit from moving 5/8 and chose to do 4/6 with a pilot 4/4. My point is that it is the
Risk vs Reward in the TT is largely missing in MWO.
Some times you get lucky, some times you don't. That's a risk you want to take.
So if you compare the two you should see MWO is very generous whereas the TT is quite penalty heavy if your risks don't achieve what you intend to do and you suffer. I don't suffer from over heating other than an annoying sound and just avoiding shutdown, that's largely it in MWO. Pretty gentle.
Plus ... coolant pods.
BattleTech is the risk taking table top game where if you're not careful your Masc running Men Shen may make that crummy Atlas have to roll a 12/12 for his ERLL, but when it hits your Men Shen's cockpit you're a sitting duck!
I didn't just play TT/MM, I did help run some of the NBT MegaMek and credited in two TT rulebooks. There is some level of balance that tries to achieve a good risk vs. reward so that if you choose to alpha with weapons that generate more heat than what your heat sinks allows, that's your choice as the player if you think your odds are good this round and they will outweighs the penalties to the next round give (and advantage the opponent is going to receive). Now, there are some really good cheese 'Mechs out there if you take two or more they cause some head aches but we largely don't have that in MWO because PGI hasn't even got the core balance down quite just yet.
So the issue isn't really an alpha, especially if your weapons can be sinked by your heat sinks which you took to risk to invest in with the configuration of your 'Mech. That's another very large issue is the variety of engines and amount of tweaking of armor values unbalances the games in ways the TT never meant to happen. You can essentially make a light Mech going 6/9 go 6.5/10, have about the same DPS weapons load out and not have to suffer the same weight constraints of having it go 7/11. Alternatively, some heavier designs don't have to go fast given how small the maps are. Instead, you can save some weight and space going down a few tons on the engine and boat more stuff to make you effective. So, there's less risk v. rewards in the configurations of 'Mechs too with just engines alone.
I dont disagree with many of your points. Especially about risk v reward...BUT I have to say that min/maxing that risk, is really what seperates a good btech player from a bad one. The good one is running heat neutral mechs in most eras, frontloading his initiative when the heavy weapon mechs first. You want to punch holes.
More risks in MWO is good. Im not saying it isnt. Id love a heat scale that with "8 heat" youre losing some speed from your mech. At 16+ youre running the risk of shutting down. Higher than 20, youre in bloody trouble.
HOWEVER, we wont get there, by continuing to depart from the rules.
Its strange, to me, to see someone advocate something not in the TT, while advocating something else that is in the TT. It should really all be ala mode. We should get it all.
If you WANT 40 heat dissipation and you want 2 ER PPCs an LRM 10 and to run around like a maniac and never make any heat. That should be your prerogative.
Making a phony system so you "emulate" the risk v reward of Battletech is, imho, not the right way to go.
If you want the risk v reward, its in the squeezing firepower over heat management, and actual repurcussions from doing it.
Ill concede that the TT has possibly more heat management than I care to admit (I personally play heat neutral mechs and dont see why anyone wouldnt. Effieciency is important when most of your ability to win, is based on things below the 30% rate of happening. IF you can concede that its impossible to create a mech that doesnt make any heat in MWO and thats a bloody travesty.
Instead of coming up with random nerfs and ghost heat amounts or arbitrarly deciding how many AC/2s is too many AC/2s to have (which should be useless other than crit machines vs tanks) why not just, from the start, copy the TT rules in their entirety and essence.
A world where in 10 seconds an AC/2 does more damage than an ER LL, is not a battletech world, yah feel me Vern?
Edited by KraftySOT, 14 September 2014 - 04:29 PM.