El Bandito, on 03 March 2016 - 06:53 PM, said:
Cause that will **** up spread damage weapons such as LRMs and SRMs. Not all weapon system are the same so trying to make a common denominator is a fools errand, at best. Each individual weapon system must have their own metrics.
I'm having a hard time judging if you're serious. I mean, I know what point you're trying to make, but your actual example is terrible. SRMs are right up there with lasers as the weapons of choice for high-alpha builds. I doubt anyone could claim that their spread somehow makes them ineffective weapons in practice. There's really no difference between 30pts of splat damage and 30pts of laser damage inside a match, in terms of how much of it will hit true and how much of it will spread.
You might... MIGHT have an argument about the effectiveness of LRMs, as we all know they're crap... but this doesn't give them any reason to be treated differently under a damage-based heat penalty system. But let's say you DO set the damage penalty threshold around 30pts... just for the sake of an example... That's 6 medium lasers' worth of damage, right - which is the current ghost heat threshold for lasers. That's equivalent to 30 simultaneously-fired missiles. That's 2 LRM-15 racks. 6 LRM5 racks. Fire 2 LRM20 racks simultaneously though, ghost heat. But seriously, would anyone have trouble controlling their desire to unload 2 LRM20s simultaneously? Would anyone actually ever FIRE 2 LRM20s simultaneously in the first place. It seems like a tremendous amount of heat output from the get-go to fire that many missiles at once - you don't even need the penalty... you'd be shutting down after 2 salvos anyway. So what then? Chain fire LRMs? Doesn't everyone just do that anyway?
So setting the damage threshold for heat penalties at 30pts seems to put the system exactly in line with the general output limits in the current ghost heat system... and it's a much easier system to understand. Do too much damage at once with any kind of weapon, and incur a penalty. It doesn't require convoluted power draw values. It only cares about the only thing that players care about... damage output per salvo. And like the proposed system, it can't be gamed. It doesn't care HOW you do the damage. There's no magical formula for weapon combinations that will let you do more simultaneous damage without incurring a penalty. Under the proposed system, you can bet there will be.