1453 R, on 03 August 2015 - 03:25 PM, said:
I'm not sure how you expect that to change, really.
In TT, a Devastator has 14 DHS, which means it sinks 28 heat a turn. If I understand the rules properly, that gives it both Gauss rifles (2 heat), both PPCs (20 heat, total 22), and two of its four medium lasers (6 heat, total 28 heat), neutrally. That's a 60-point strike (15 + 15 +10 +10 + 5 +5), which would translate to a 120-point strike in MWO's system, taking into account double armor and such.
A 120-point strike hitting you doesn't need to land all in one spot to absolutely ruin your day. And that Devastator can fire that strike every turn. He can add ten more damage if he wants to risk a few minor heat rolls and get his last two lasers in play. At that point you're basically done, and probably dead.
TT is far more brutal and unforgiving of positioning mistakes than a lot of folks realize. There's a reason Zellbrigen, which basically forces asinine, extremely idiotic play, was considered a proper balance to the overwhelmingly powerful Clan tech back in the day, even if it was one that didn't end up working.
We do so by in a way forgetting about TT 10s or w/e. Instead, keep the double armor, give us a low cap heat scale with lesser dissipation, longer Cool downs, based on the size and power dmg/heat ratio of the weapons, wiht GR, AC20 being some of the longest CD, but best heat/dmg ratio weapons. THen PPCs being just behind them in CD. Make it where, sure, you can mount all those guns, but you might not be able to realistically, or safely fire them all, all the time, like we have it now.
More like Clix from wizkids, you typically could fire 1 time, depending on if your assaulting or not, maybe 2 at max and your stopping for a turn to cool off and clear your heat. Heat was a severely limiting factor in that game, and really, it should be here to. Were not firing 7.62mm LMGs...were firing 120-150mm several ton anti battlemech weaponry, that should be really hot and actually take awhile to cool down.
If Wizkids had followed the MWO theme of making heat so trivial, a Hellstar, which in that game had upwards of a possible 10 dmg per shot, would be totally dominating. As it was, the Hellstar was severely limited by heat, having an insanely poor heat dial, getting checks on its 2nd click after green. Most mechs had Green, clear, clear, some had amazing heat, green, clear, clear, clear....
and in Clix, shutting down basically meant death in the following turn. FOr all people hated about that game, I loved its overall playstyle. Heat was a seriously limiting factor to heavy firepower.
THat would be how i would expect it to change. Not nerfing the damage on the weapons, but lowering how much we can safely sustain and output, with a heavy emphasis on heat management.
Bush Hopper, on 04 August 2015 - 12:18 AM, said:
Really? Depends how good the people playing are. If people are smart enough to position themselves that way that the opponent gets a lot of negative modifiers, the mech survives easily if the RNG gods are not totally against you.
Last we played (3025 timeline) a mech survived 3 turns against the focus fire of 3 mechs. The trick was to have the other position themselves that way that no one was able to reach close range without being focused themselves.
In MWO it is different: you will get hit. Especially thanks to idiotic high laser spam alphas.
And PP, and double ranges, so your never really out ranged...