WM Quicksilver, on 13 March 2015 - 11:18 AM, said:
It depends, limiting how many heat sinks an energy boat can take in an environment that tries to force heat management by making it incredibly hard to be completely heat neutral is silly. Then again with the insane heat threshold we have that would be a bad idea considering the power of laser boats and especially the power of ERMLs in the current meta.
I attribute the difficulties here more to the heat system as a whole rather than having to find space to stuff heatsinks. Paul once actually said that he believes heat efficient mechs would be "highly exploited" by players with knowledge of how to build them. It's a pretty funny and sad quote...
Paul, in ATD #43 said:
Answer from Paul: There are no current plans to change the heat threshold towards TT values. Are we hard set against it? No, just at the moment there’s no need to do this.
Playing with a higher rate of cooling makes a lot more builds become heat neutral. A lot of heat neutral builds results in mid-range damage applied at a constant rate over time. This mechanism would be highly exploited by those with knowledge of building efficient heat neutral Mechs.
^^This quote here is why we can't have nice things.
Also, a funny but admittedly a bit imbalanced loophole in the construction system is the ability to fit more sinks with bigger engines. You install a tech upgrade to get some free weight, use that weight to upgrade the engine and move some heatsinks into it, then you might have enough space for another upgrade...
While min-maxing I found out that the legendary Wubhawk could actually accomodate both Endo and FF at the same time if it could upgrade its engine to a XL375. It would be able to carry 27 dubs in the process. For comparison, the current Wubhawk uses XL340, Ferro, and Standard Internals with 28 dubs... This process is what allows mechs like the Mad Cat to be the way that they are.
WM Quicksilver, on 13 March 2015 - 11:18 AM, said:
Then you have arm actuation which really hampers anything with a hand imagine if a hand arm could mount an AC20 and have articulation. I say this because some of the best mechs have been mechs without any lateral articulation (Stalker, Jager, Blackjack) and are generally placed high up because of that, SCat and Cauldron Born will enjoy this as well with their cockpit level arms.
Some actual perks for having hands (beyond crit-padding) would be nice. Melee is probably something we'll never see, but maybe little passive bonuses like reduced screen shake (use dem hands/arms to stabilize self) and slightly better climbing might help.
WM Quicksilver, on 13 March 2015 - 11:18 AM, said:
The sub-250 engine rule is also a little weird.
I hate that rule so much...
WM Quicksilver, on 13 March 2015 - 11:18 AM, said:
Criticals for armor and internals are just bad as a balancing factor, it would make more sense to give the Endo vs Standard and Ferro vs Standard debate actual gameplay effects rather than make it a mechlab only deal.
In theory, things that affect your build in the mechlab do carry over in-game at least somewhat, because they affect your ability to equip other items...the issue is that sometimes you gain more than you lose (i.e. Endo vs Standard Internals).
*In theory* it would work out as a tradeoff, because the mechlab is a zero-sum game (if you add something somewhere, you usually have to remove something from somewhere else).
It's just that the specific values/abilities for each item could use some redesigning...
WM Quicksilver, on 13 March 2015 - 11:18 AM, said:
Omnimech construction rules cause too many problems for what little they add to the game imo. I'd much rather see a variant system like IS mechs and just get hardpoint inflation with customization.
I've actually grown to accept or even slightly like the *idea* of the Omni system (not necessarily the specific execution of it).
It's like playing Mister Potatohead with giant stompy robbits, and trying to "make use of what you got" and build around that. It adds a degree of "flavor" to mech building, contrasted with something like MW3 where it was basically total anarchy. The issue here is that, as we know, FASA gave some mechs really poopy base chassis...
To help out with this, I think that all hardwired items should function more effectively than removable items, because they're kinda permanently stuck in...it makes sense for them to have more reinforced connections to the fusion reactor and what not. Maybe something like a 20% multiplier for those items? I dunno, that number is just arbitrary.
Also, there is a "snowball effect" created here as a result of the previous quote box about Endo/FF/etc...if those items were better balanced against each other, lacking certain tech items wouldn't be such a handicap in the first place. Some of these points we're talking about have a ripple-effect of consequences...
WM Quicksilver, on 13 March 2015 - 11:18 AM, said:
tl;dr - Rather than say the mech construction rules, I really should've said critical system, I dislike the critical system.
I think it's *mostly* okay and I like slotting my guns and stuff into place. It has a modular feel to it sort of like playing with Legos and swapping out parts, trying to put the right stuff in the right place... I just think that some items need rebalancing rather than taking out the whole critslot system.
Edited by FupDup, 13 March 2015 - 12:12 PM.