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Can We Have Heat Modules?


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#1 Anarcho

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Posted 07 April 2015 - 11:04 PM

We have range, we have cooldown, can we have a third categorie to decrease the heat some kind of weapon generates? Like the others from lvl1 to 5, 5 being around 10,12% less heat.

That would help some clan builds and add a little bit more goal to people who unlocked everything already.

#2 Roadbuster

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Posted 07 April 2015 - 11:21 PM

And it would make the mechs with OP heat reduction even more powerfull.
It would make killing faster and armor less useful.

If it's "some" Clan mechs, they can be fixed with specific quirks.


If we always try to buff mechs and weapons even more, we'll end up with a game where any hit kills.
And then everyone would just sit around and camp, waiting for some pixel to move.

Edited by Roadbuster, 07 April 2015 - 11:23 PM.


#3 Deathlike

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Posted 07 April 2015 - 11:23 PM

Simply no.

You do not understand how balance will get woefully out of whack if this was made available.

#4 Tarogato

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Posted 07 April 2015 - 11:24 PM

Because TTK wasn't already bad enough with the powercreep...

#5 SmoothCriminal

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Posted 07 April 2015 - 11:24 PM

I'd say yes - but no where near the levels you are suggesting. Up to a max of 5%

#6 627

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Posted 07 April 2015 - 11:32 PM

Those are even in there, you don't even need to pay them. It is simple: click your fire button, release the button and wait. wait 1sec for the tier 1 module, 2 sec for tier 2 and so on. you can even go past tier 5 and get rid of weapon heat completely!

#7 Lily from animove

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Posted 07 April 2015 - 11:32 PM

The Problem is modules work equaly on all mechs, and especially on clanmechs the benefit differs huge. And usually the holy trinity is the kind of mech benefitting most over those who really could need such a bonus. Which then widens the gap just more.

#8 Weeny Machine

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Posted 07 April 2015 - 11:54 PM

I am sorry but that's the worst idea I have seen so far on this forum.
1. Energy weapon would be severely buffed by it and no one would run any ballistics anymore
2. The laser vomit would get even more dominant...well, if that is even possible. Lately I see hardly anything but laser spam

#9 Athalus

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Posted 08 April 2015 - 12:39 AM

I recall someone from PGI mentioning that they did were not going to add heat reduction-modules. No clue were exactly, so no source.

#10 Anarcho

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Posted 08 April 2015 - 12:42 AM

Laser spam IMO is because ghost heat kimit for IS Large lasers went up to 3 and they have no limit for mediuns, while balistic for clans sux balls, so thats why we have lasers everywhere.

But yes, maybe 10% off is too much.

#11 Quxudica

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Posted 08 April 2015 - 12:47 AM

View PostAnarcho, on 07 April 2015 - 11:04 PM, said:

We have range, we have cooldown, can we have a third categorie to decrease the heat some kind of weapon generates? Like the others from lvl1 to 5, 5 being around 10,12% less heat.

That would help some clan builds and add a little bit more goal to people who unlocked everything already.


The heat system needs a complete redesign from the ground up before anything else. It's Binary right now and it shouldn't be. I'd really like to see the heat cap reduced considerably, penalties added for running to hot for too long, and cooling per second increased. Help move us away from massive alphas towards more considered and precise game play.

I'd also much rather see actual equipment added to help with things like heat (if it was necessary) and not more magical cards.

#12 Detriitus

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Posted 08 April 2015 - 01:14 AM

View PostAthalus, on 08 April 2015 - 12:39 AM, said:

I recall someone from PGI mentioning that they did were not going to add heat reduction-modules. No clue were exactly, so no source.

That was Russ in the latest (?) townhall.

#13 MoonfireSpam

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Posted 08 April 2015 - 03:20 AM

No - it would just function as another "must have" (like double heat sinks) in any heat restricted build (i.e. all builds) rather than a trade off.

Edited by MoonfireSpam, 08 April 2015 - 03:21 AM.


#14 FupDup

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Posted 08 April 2015 - 04:33 AM

Currently, heat is the primary is not only bottleneck to mech building, because PGI designed MWO with the intention that nearly every single possible mech build would run at least somewhat hot no matter how many heatsinks and how few weapons you have equipped. They want everybody to run hot all day erryday. They made heat neutrality or high efficiency almost impossible without resorting to boating Gauss or class 5 ACs.

If you give us heat reduction modules, they're gonna be the best modules hands-down, because heat is MWO's cryptonite.


EDIT:

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 right here is why we can't have nice things. You heard it here guys, being heat efficient is the devil! :rolleyes:

Edited by FupDup, 08 April 2015 - 04:45 AM.


#15 Rhaythe

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Posted 08 April 2015 - 04:37 AM

Another vote for "hell no". Heat management is one of the core aspects of the game. If you can't control your mech's heat, then you should probably reconsider your build. As FupDup mentioned, this would just become another "must equip" new mech tax and does nothing but advance the power creep and shoot down TTK.

#16 stjobe

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Posted 08 April 2015 - 04:54 AM

View PostRhaythe, on 08 April 2015 - 04:37 AM, said:

Heat management is one of the core aspects of the game

Well, it should be. It's not though, it's more of a "don't go past 100%, everything else is gravy" thing. No "if I fire this I get slowed down" or "if I fire these two I get a flickering HUD". It's just "don't fire enough to get shut down".

If you ask me, it's ridiculous and not worthy of a "BattleTech game".

If PGI had introduced proper heat penalties from the get-go, Ghost Heat wouldn't have been necessary - and neither would the pathological fear they have versus heat-neutral builds. Here's a hint, PGI: Most BattleTech 'mechs were heat neutral - some exceptions of course existed, but even the venerable and insanely mistreated in MWO Awesome only generated 2 residual heat while firing its 3 PPCs. That's 6% heat if you were wondering. It could keep up a 3-3-2 pattern indefinitely without overheating.

View PostRhaythe, on 08 April 2015 - 04:37 AM, said:

As FupDup mentioned, this would just become another "must equip" new mech tax and does nothing but advance the power creep and shoot down TTK.

I certainly agree we shouldn't have any heat reduction modules; it's bad enough we have heat reduction quirks.

But I agree with Quxudica above, the heat system needs to be redone from the ground up, and soon.

#17 Jetfire

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Posted 08 April 2015 - 04:56 AM

Heat Modules: NO!

Real Heat Scale with scaling penalties: YES PLEASE!





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