Nightmare1, on 13 January 2015 - 07:37 AM, said:
That's exactly my point; you cannot retreat as well and yes, Cents can run hot! What you are recommending is that Mechs with >50% heat begin losing their abilities to escape a combat situation. This is ludicrous. My Commandos and Firestarters often run a heat curve between 70% and 80%. If their speed and maneuverability were cut, then they would instantly become dead Mechs walking. Mediums like the Cent, Cicada, and Hunchback would also be drastically effected. The bottomline is that it would disproportionately affect Mechs on the lighter end of the weight spectrum compared to those on the heavier end. This is a problem when over 50% of the Mechs in play are already Heavies or Assaults.
from my experience with assaults (awesome, atlas, stalker), heavies (quickdraw, jagermech, ctf, cpt), they all run hot except jagermech with uac5+mg, hot because of high burst in short time
even from your example and my example, if you run the firestarter at 70-80% it would get 40% penalty, so move at 90 km/h, which is not that horrible
Nightmare1, on 13 January 2015 - 07:37 AM, said:
Also, all of my Clan Mechs run high heat curves because of how PGI balanced them. A change to heat like yours is something of a nerf to Clan Mechs that would make them rather useless.
it is a nerf to energy alphas (which many clan are built on because of superior range and no need for ammo), but you are saying that like the IS mechs do not use energy, they just do not have a weapon they can fire at 400 metres without a ghostheat so the damage and heat spike is not so high (2 ll compared to 6 cerml)
if you give IS quirks, you are nerfing clan mechs, which imbalances the system a lot more (counter one superpower with another, instead of toning it all down in general)
Nightmare1, on 13 January 2015 - 07:37 AM, said:
Finally, there already is a mechanic to punish multiple Alphas. It's called Ghost Heat. Alpha a couple times, and your Mech becomes very hot. Frankly, I don't see Alphas as much of a problem in this game. Players who use them frequently are not in control of themselves or the fight, and are vulnerable to attack. I tend to bait these pilots into firing too much, and then jump them when they overheat. While opening an attack with an Alpha is a good way to start off a fight, switching to chain fire allows for more precision, continued screen shake on your opponent (suppression), and increased firing time through lower heat generation. Every seasoned pilot knows this, which is why you don't see the good ones Alpha'ing like crazy.
Arbitrarily cutting the heat scale by half is ludicrous and as dumb as snake mittens.
Also, override does not blow up your Mech. Override with a significant heat spike kills your Mech. When used properly, Override can allow you to keep moving when your heat spikes above 100%, without destroying you. I've also been able to do it without damaging my Mech. It takes a fine touch, but it is possible.
Flamers are dead right now.
MGs are actually used; I have three equipped on my BLR-1D actually, and I've seen some other builds on other Heavies and Assaults that make use of them. They are valuable for critting. That being said, making MGs a centerpiece in the arsenal of an Assault Mech is rather ridiculous; they are back up weapons and not show piece weapons.
...Not sure why you don't think SRMs are used; they appear frequently.
ghost heat does help to spread alphas (ll, ppc), while totally nerfing chainfiring 2 groups or more
ok maybe i should talk about burst to name it properly, be it alpha or not
if flamers drain 1 heat from you and 1 (or less) heat from your enemy, people would use them i think, now they can either be abused or totally useless
machineguns should not be a main weapon of an assault, did i say that?
Nightmare1, on 13 January 2015 - 07:37 AM, said:
Grammar isn't fluff. It's capitalizing your words and using proper English instead of writing like a texting teen. Fluff is literally fluff. When I advised you to use proper grammar, I wasn't necessarily telling you to reword your OP; just to use capitalization, clean spelling, and proper punctuation. Anyone who doesn't is, in my book, lazy or stupid and can't be taken seriously.
...And with that, I bid adieu. This thread is no longer worth my time.
fair enough
Lily from animove, on 13 January 2015 - 08:08 AM, said:
all this will cause is the gae of UAC 5's and gauss while all other mechs literally will disappear by not being able to sustain any kind of burst fire followed by some proper dps.
the game by being basically an first person shooter style already favours popping tactics to shoot and disappear, if now laserboats have to use continous fire tactics, they are going to be an obsolete and inferior loadout that no one needs or would use.
the gauss is a powerful weapon regarding heat, i suggest charging one gauss drains your resources, making your mech move/turn slower by some amount (20%? 40% for 2 gauss), making it more of a sniper weapon not so much for brawling/self defence
other than that, sustained dps will not change, yes burst will be limited as you said, to prevent pop and shoot, or pop and get blown off, hopefully providing more room for other tactics and builds
acs use continuous fire, it may be hard to fight it with pure energy with chainfire as it currently is, but the pure energy is quite overpowered now, especially in cw
VinJade, on 13 January 2015 - 10:00 AM, said:
from where I stand to help balance things out all of the range shell weapons that should have a min range on them, AC 2s, GRs, ect should be in place since the standard PPC has its min range still intact.
though the heat scale over all looks like it could work.
though annoying lights like a locust with twin Flamers could really ruin the day of any over heating mech such as those that use heat heavy weapons.
in the end though the idea is a nice one just would need a lot of work and balance problems would have to be tackled from energy to ballistic to try and prevent it from favoring one style or the other.
i do not have experience with battletech prior to this game, sounds like the min range (or a progression of damage) could help to differentiate between acs and lasers more than just by how cool or heavy they are
yup the locust with twin flamers could keep a 10 dhs mech in check, though being only able to fire sparingly itself as well, or use mgs
(i did hear something about collisions coming back, this would make game even more broad)
indeed, it all comes down to balance, energy vs ballistic is the main issue here
i apologize for the long post