

Can We Have Heat Modules?
#1
Posted 07 April 2015 - 11:04 PM
That would help some clan builds and add a little bit more goal to people who unlocked everything already.
#2
Posted 07 April 2015 - 11:21 PM
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
Posted 07 April 2015 - 11:23 PM
You do not understand how balance will get woefully out of whack if this was made available.
#4
Posted 07 April 2015 - 11:24 PM
#5
Posted 07 April 2015 - 11:24 PM
#6
Posted 07 April 2015 - 11:32 PM
#7
Posted 07 April 2015 - 11:32 PM
#8
Posted 07 April 2015 - 11:54 PM
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
Posted 08 April 2015 - 12:39 AM
#10
Posted 08 April 2015 - 12:42 AM
But yes, maybe 10% off is too much.
#11
Posted 08 April 2015 - 12:47 AM
Anarcho, on 07 April 2015 - 11:04 PM, said:
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.
#13
Posted 08 April 2015 - 03:20 AM
Edited by MoonfireSpam, 08 April 2015 - 03:21 AM.
#14
Posted 08 April 2015 - 04:33 AM
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:
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!

Edited by FupDup, 08 April 2015 - 04:45 AM.
#15
Posted 08 April 2015 - 04:37 AM
#16
Posted 08 April 2015 - 04:54 AM
Rhaythe, on 08 April 2015 - 04:37 AM, said:
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.
Rhaythe, on 08 April 2015 - 04:37 AM, said:
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
Posted 08 April 2015 - 04:56 AM
Real Heat Scale with scaling penalties: YES PLEASE!
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