IraqiWalker, on 18 September 2014 - 10:55 AM, said:
The AC2 was just an example and for that matter, it doesn't need to be guns that the extra tonnage was used for. It could be armor, BAP, AMS, a bigger engine. As long as it wasn't heatsinks that you didn't need anyway. And if you have made a build incapable of overheating despite having energy weapons, then you have wasted tonnage on heatsinks. Of course you might like it heat neutral, but I'd like the option of not being that.
IraqiWalker, on 18 September 2014 - 10:55 AM, said:
Going down to 9 heatsinks was simply to point out that 10 is not the minimum required to run a mech. Because if 9 works, then the rule has lost it's meaning. Then the rule is simply there because... reasons. And with my Locust I would really like to go as low as 6 (double) heatsinks. That would make a difference.
IraqiWalker, on 18 September 2014 - 10:55 AM, said:
Of course the reactor heat would take more of you cap. It's part of the deal.
IraqiWalker, on 18 September 2014 - 10:55 AM, said:
Yes, less than 8 is good, exactly. And many of these mechs could really need a boost. The ones that don't, wouldn't be even better because of it. For example: Ember would still use lasers and thus heat sinks.
IraqiWalker, on 18 September 2014 - 10:55 AM, said:
So what you are saying is that any build that isn't heat neutral is not working or what? I don't get it. And in less than 1 second? Even TT used 10 seconds to cool off and then declare it heat neutral.
IraqiWalker, on 18 September 2014 - 10:55 AM, said:
So far, the pattern has shown that TT has more balance than MW:O. No I don't believe it's rules should all be taken 1:1. That would be stupid, that was a 10 seconds per turn game. Doesn't apply to a real time game. However, the mechanics should, since they are solid, and have been for over 30 years.
I'm sorry, but when I played TT it took me few battles to see that the Gauss was superior to all other weapons, and that the AC2 was trash. So MWO hasn't achieved perfect balance but TT certainly wasn't any better.
But all of that doesn't matter the slightest because TT tried to be balanced as a strategy game where asymetric gameplay wasn't uncommon because all mechs wasn't equal. An Atlas was bad ass but meant that the opponent could then bring several Urban Mechs instead. And in that case the individual Urban Mech is not as important as the Atlas.
In MWO, which is a shooter and is based upon 12 vs 12, things are different. Each player has to be equally able to contribute to the teams victory. For this to happen each mech needs to be equally able to do this and thus the reason why MWO is built on the pillar of Role Warfare where each class of mech has it's own merits. This hasn't been fully achieved yet, but that's a different story.
If MWO was fully based on TT rules and balance, everyone would want to pilot an Atlas or whatever was the best assault at the time. Just like in most previous Mechwarrior title so far.
And in fact some of the balance problems currently in MWO all come from TT. It's why heat scale or ghost heat is necesary to cap alpha damage for instance. And mediums are still lackluster despite attempts to make them more in line with the rest.
IraqiWalker, on 18 September 2014 - 10:55 AM, said:
Okay, so now you have mentioned a couple of times that you believe they wouldn't benefit from it. But then why vote against it if it's not really a problem? At the very least you will be removing a rule that has no function. And that would be one less rule for newbies to learn and confuse them.
IraqiWalker, on 18 September 2014 - 10:55 AM, said:
Lights are hard to play not because they can't have big guns. Ask the Hollander, or every Firestarter and Spider rendition of it. No, they are harder to play because of the lack of armor. coupled with the high alphas flying around, and lack of a proper reward system for what they do.
They are a hard class to play not because of the mechs themselves, but because of the game, and the way it's reward structure works. This "fix" will either do nothing, or worse yet, break them even more.
First of, the effort needed to change this is simple. Remove some code. Done! Not a five minute job, but not really ressource heavy. And even if the change does nothing to help some light mechs, it will still simplify things. It can't break them even more by giving them more options because their old options are still there. And it wouldn't make it harder to pilot them. It would require the same skills as before. And it doesn't open to more broken unplayable builds that wasn't already available in the current system. Nothing stops me from filling a mech with lasers and only 10 heatsinks.