First, let me say that I love this game. It's great. I appreciate it. I want to contribute ideas to help make it better.
Like you, I am very tired of all the different recommendations/rants that only address one part of the problem and rely on complex solutions. So I offer up this idea in hopes you will consider it, maybe run a bit with it on the test server to see if it could be massaged into a superior set of game mechanics that will resolve just about everyone's gripes - this is from a post I made in general discussion forum, not being content to let it die amidst the flame war brewing there:
How to fix the problems with balance, heat, too much boating, alphas-r-us, too low TTK?
1. Get rid of ghost heat entirely. It's confusing, sometimes buggy, and doesn't help balance.
2. Add heat scale penalties similar to tabletop. "But it won't work because TT calculates heat over 10 seconds!"
2a. Make the heat penalty calculations based on a running 10 second average. Example: If, in the last 10 seconds, your heat has averaged more than 14, you have a chance to shutdown.
This allows you to have the high alpha builds still, but they will not be able to continuously fire until they reach the heat cap. They will have to cool off for longer periods, and possibly suffer penalties if their cooling rate isn't high enough for the total heat they generated.
This makes alpha striking truly a last ditch effort for most mechs and not the norm. It doesn't force chain fire, but encourages it. This will spread damage over time more. You can reduce a lot of the clan nerfs that make those mechs arbitrarily hot to limit their firepower. Time to kill gets increased, so piloting big mechs is survivable. The assaults get more scary to the lights now, so the 100 tonners that whined so much about Locusts killing them will now have more time to get picked apart piece by piece, but the light pilot who is superior in 1v1 will still be able to kill him, if he doesn't make a mistake.
I think everyone wins...except the twitch shooter fans.
Other objections:
1. Quirks will need to be redone (many eliminated)
1a. Quirks are in a continual state of review and change, and this will not significantly change the workload over time, because the community will continue to find ways to exploit certain builds. With more and more powerful quirks, the variability in the system is higher and it allows for the tail of the "mech-power" distribution (most powerful mechs) to be too powerful compared to the average. Toning down the quirks will help reduce the difference in power between mechs/builds.
2. This is a new heat mechanic that will not be intuitive to players.
2a. The current heat mechanic is not intuitive and is more confusing than what can be explained in a simple tutorial. The current mechanic relies on players knowing ghost heat limits for every weapon as well as the heat generated by every weapon. My mechanic only requires knowing how much heat each weapon generates and understanding what a moving average means.
3. This will totally change weapon balance and weapon stats will have to be redone
3a. That's what the testing is for - it needs to be done. Weapon stats are still being changed on a regular basis. With this, you could leverage more from tabletop and then tweaking, and adjusting stats to balance will be far easier because you are working with a simpler rule-set.
Edited by Dino Might, 13 March 2015 - 06:30 AM.