Kain Thul, on 04 May 2015 - 07:15 AM, said:
If they were to cap it at 60 they would then need to make DHS better as well. This "let's make it so we can only shoot 2 lasers every 20 seconds for the children" crap is pretty weak but I could live with a 60 heat hard cap if we got much, much better dissipation.
I recognize that there are players that like the current allowances where we can fire multiple weapons into the same components every single time we fire. But with convergence, our rate of fire and implementation of armor, it simply makes mechs melt like butter.
If we want to compare that to the P&P game, than our MWO accuracy and precision is way out of line. Also adjustments to convergence is a tough nut to crack from what has been explained, so I am open to explore alternatives.
MW3 had a 30 threshold. MW4 has a 60 threshold. So either one would be fine with standard DHS dissipation of 0.2 with the rate of fire scaled to P&P benchmarks. However that is not the case since MWO rate of fire is much higher, which is why I like the idea of doubling dissipation from base with the rest of our doubled values, which is 0.4 for DHS and testing the 30 cap. If we go with 60 than 0.2 should be enough with all of the other heat modifiers floating around.
So, that IMHO is not weak, that is exploring a different approach to aid with balancing MWO that avoids systems like Heat Scale Penalties (Ghost Heat) and can reduce the high volume of damage we deal out with current weapon values; while allowing players full mech customization and the ability to still hit what they want.
And maybe it would be a good idea to simply lower weapon values down some, since we do have quirks to fill in as needed.
Gyrok, on 04 May 2015 - 10:00 AM, said:
The issue we have here, is even in tabletop, that was assessed at the end of your 10 second turn, and you were dissipating heat for each HS during that 10 seconds.
For example:
A WHK prime with 22DHS manages to dissipate 44 heat per 10 second turn. This means the WHK prime could fire 3 CERPPC every 10 seconds, and only gain 1 heat per turn beyond what it could dissipate.
If you tried to setup a hard capped threshold at 30, there would need to be lots of changes to systems to accommodate that...
The difference is all of our shots are basically aimed shots, and we can combine multiple weapons together to hit the same spot, where you'd have a separate roll for each weapon, unless the target was disabled in some way that allowed for an Aimed Shot.
And we already have modifiers all over the place from Heat Containment and Cool Run to quirks and modules, it should not be hard to accomodate a modified Heat System, since what is changing is two to three existing values with how the current systems already work.
So lets say we work with values that are doubled from the P&P game, so with a Warhawk Prime we'd see: 28/30 Threshold, 0.4 per DHS, 20 DHS 8 heat per second, and current quirks. Here ERPPCs should sit at 5 second cooldown to deal 30 damage and 30 heat over 10 seconds.
Fire two ERPPCs, generate 13.79 heat each (27.58 heat). So over a period of 5 seconds 40 heat will dissipate.
And after 3.5 to 4 seconds, 28 to 32 heat is dissipated and we can fire the second set of ERPPCs with a 30 heat cap.
Find a good rhythm, and the Warhawk will be able to sustain firing its ERPPCs.