Saltychipmunk, on 02 May 2016 - 08:09 AM, said:
and i would say too complex an answer to what is really a very simple problem, which already has a very simple solution floating around.
again the only issue right now is high alpha game play which is facilitated by the fact that you can fire high alphas multiple times. they just need to make firing high alphas multiple times impossible , no need for ghost heat , no need for nerfing weapons or 9 other little changes.
I asked what would happen if those changes were made, not for your impressions concerning their viability.
You see, the problem isnt 'high alpha' builds, which are alluded to being specifically 'laser vomit' oriented. An AC40 KGC, UAC5/10 Dire will facestomp a Laser Vomit Dire... The former two being comparatively low alpha Ballistic builds. The Atlas S is also not 'laser vomit', but it is a high alpha design while not having remotely close to the heat production of an energy build with similar damage output... Different Mechs can combine different weapons to produce relatively identical results and only the energy based ones will be affected by heat capping, disproportionately at that. So what 'simple fix' that's 'already floating around' that will address this?
The problem has been created by a series of small steps over a long period of time and will likely require several steps/changes to correct... One of which is that high alpha builds currently have too high an alpha, period. You cant lower that without addressing the disproportionate shift in power toward low-alpha DPS builds capable of putting out just as much damage in the long run as high-alpha builds currently do? Again, what solution out there addresses that ontop of everything else?
Multiple changes to multiple features is required, not just a single end-all-be-all change... So it's pretty simple: What would happen if the changes I outlined were implemented? Not your opinion of their viability, but what do you think would actually happen?