Narcissistic Martyr, on 05 December 2015 - 02:20 AM, said:
Everything is difficult if you don't understand it.
Battletech heat is however extremely easy to learn.
Weapon heat values are listed on the sheet.
Walking generates 1 heat, running generates 2 heat., jumping generates heat equal to the number of hexes moved, flamers add 2 heat, each critical hit generates 5 heat and once you're done adding up the heat generated you remove an amount equal to the number of heat sinks you have and that's it for the base game.
Sure you can add in inferno SRMs, plasma rifles, incendiary bombs from aerospace fighters, ambient conditions, super chargers, wind effects, being under water, etc etc etc but even then it's more a matter of being able to read a chart than anything complex.
No
It was hard to manage because mechs were inefficient at handling, not due to piloting skill.

Look at the heat penalties there.

Take note of engine hit and movement heat modifiers

look at the heat generation for the weapons (pay particular attention to the IS weapons listed that are in MWO)
3 large lasers? Ok, that's 24 heat right off the bat.
24
Ran? +2 = 26 heat
Assuming you have no engine damage (and don't talk DHS since we were talking original TT game now, so no cheating

we can have that discussion in a different thread and time) that's 26 gross heat generated (oh and if you happen to have passed through any fire, that would give you anywhere from an additional 1-5 heat easy)
26 heat
Let's say you have 20 heat sinks
That 20 heat sinks bring your net heat down to 6. That means that next round you start at a base of 6 heat instead of 0 and spend that entire round under that heat penalty, which in this case would be a -1 movement modifier (really huge honestly considering most mechs are looking at moving 5-12 hexes at max speed based on the average assault and light in the game.
So that means your max movement drops to 4-11 that round (which means those poor fatties can't even generate a +2 to hit modifier for opponents that round making them even easier targets), oh and if you jump, you gain +1 heat for every movement made with JJs (that means you jump that 4 hexes and make two facing turns you just generated +6 heat AND have a +4 added to your to-hit score that round when you try to shoot anything)
It all scales up from there as you can see in the charts I listed. No offense, but it's quite apparent that you either didn't play TT, played muchkin builds (that wouldn't be allowed in any sanctioned tournament or any "serious" game of Btech anyhow), or are just ignoring heat penalties in general
Since they're currently so popular

You can clearly see how inefficient heat was and how hard it was to manage in the TT game I've been discussing. Simply standing still (and making yourself a juicy target) to pop off two PPC rounds would generate +20 heat and with only 16 heat sinks that puts you at +4 heat right off the bat.
If you want to use TT as support for your ideas and suggestions and arguments, then understand the material and while MWO is not Btech, Btech is still the entire basis for MWO.
You're here playing a Btech game. Not a robot stompy game. There's nothing wrong with playing stompy robots, but when you ask, complain, etc. about "Well why do things work like this? We should be able to do backflips in mechs and powerslide around corners and use whatever tech and forget the rules because it's all about "fun", just remember that you're playing a Btech game and a LOT (hell ALL) of the fans of that game find every single one of the "hard" aspects of Btech "fun"