CainenEX, on 08 November 2015 - 01:02 PM, said:
1. GH is there because they haven't come up with something better. It's not going to be removed until something better is implemented.
2. You take CT damage when you remain over 90% heat for too long. If anything possible degradation to movement or torso might be possible. No ammo explosions, that will just make non-gauss ballistics useless.
Might be worth taking a look into.
3. I'm not a big lore buff. Hard point slot system from MW4 was kinda cool. Again might be worth exploring, but won't address high alpha strike issues, which was present in MW2-4 anyways.
4. I don't think that is a viable solution. Lasers are already hot enough. I'd rather not over nerf them. We need proper balance so we should be looking into the weapon stats.
5. If you are speaking about the laser optimum damage lock mechanics then those need to be removed. The rest of the introduced mechanics are fine.
You did not read or perhaps understand what i wrote. These suggestions are not meant singular.
1. Ghost heat is implemented because boating is possible.
2. If you get rid of ghost heat, introduce enough penalties for overheating your mech. Movement for example should be drastically reduced and thereby torso twisting would also impossible. A pilot that decides to take the risk to do so, can't twist away after he shot an alpha strike, that is fair.
Ammo explosion are in the game, but they start at a very high level of heat. How about this: a pilot overheats his mech for lets say 50%, the chance for ammo explosion would be something like 5%. Towards 100% this chance would rise exponentially.
3. Different hardpoints are not a high alpha issue they are a boating issue. Boating allows pilots to easily control there mechs, it is no challenge to pilot a mech which has two weapon systems. And it conducts boring playstyles (jumpsniper, LRM5 chainfire, backstabbing lights with alpha of above 30, high alpha face tankers, and so on). In this state of the game, it is more important how much firepower you can burst out with a single alpha, and not what movement skills you have. This makes game less dynamic in my eyes. Beside that: In MWO you can attach every weapon to every mech as long as you have the hardpoint and the tonnage free for it. Beside that: a raven with 35t carries a weapon that weighs 14 tons?
4. It is a buff not a nerf. I explained it bad sorry for my english "if your mech is hit by an laser, your heat sight gets worse and your mech heats up for lets say 5% For a large laser it would be something like 0,45 heat" that means lasers would increase the heat of the target on which they are shot. The effect I describe are for the target.
5. What is with the quirks? As Paul Inouye writes, they will be gone after PTS phase is finished. He describes how he wants to make the Jenner variants more different from each other. Why? The Jenner is meant to be played as fast striker that hunts other mechs in a pack. My only suggestions are to think about 1.-4 and then start to balance the quirks. True is: Some of the quirks are overpowered at the moment, for example the Thunderbolt was a fine mech before the quirks (high mounted energy hard points nearly on same level as cockpit). PGI always tends to buff and nerf with a sledge hammer.
Edited by Ismael, 08 November 2015 - 11:23 PM.