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Why Do We Need Energy Draw Instead Of Heat?


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#41 Quicksilver Aberration

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Posted 23 August 2016 - 06:45 AM

View Postdavoodoo, on 23 August 2016 - 02:03 AM, said:

As for uac you had the rule saying no called shots unless fired in single shot mode.
"Total Warfare updated the rules to specify that Pulse Lasers (including Variable Speed Pulse Lasers and X-Pulse Lasers) as well as multi-shot firing autocannon cannot aim their fire, unless the affected autocannon are fired in single shot mode. In addition, an LB-X autocannon only receives the benefits if it is firing solid rounds instead of cluster ammunition."

This is an arbitrary rule meant to limit weapons that would be way too powerful if aimed shots were allowed for them, not really much else to say about it other than don't read too much into the rule.

View Postdavoodoo, on 23 August 2016 - 02:03 AM, said:

This is not argument, this is saying "because this game".

Except it is there for a reason, to make the game interesting and adding heat management to the things a pilot has to keep an eye on, by allowing people to circumvent heat management, that becomes a superfluous game mechanic and just becomes a mechlab mechanic.

View Postdavoodoo, on 23 August 2016 - 06:31 AM, said:

Low heat is only upside on this weapon...

They could easily undo the chance for it to explode and its low HP. The low heat IS NOT the only upside of this weapon though, it could have the same heat of an AC20 and still be better than the AC20.

#42 Lostdragon

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Posted 23 August 2016 - 06:52 AM

View Postdavoodoo, on 23 August 2016 - 06:31 AM, said:

7s cd, 15 dmg, 15 tons, 90% explosion chance, 5 hp oh and 7 slots.

Yea sure gauss could cause more heat, but then knock down a ton off it for every extra heat its supposed to generate and 1 slot for every 2 heat.

Low heat and projectile speed are only upsides on this weapon...


No, you are completely ignoring the two biggest advantages Gauss Rifles have, which are PPFLD and range. Only the IS AC20 can do more damage in one shot and at a fraction of the range. Even with added heat the GR will still be a top tier weapon worth building mechs around because PPFLD is the strongest type of damage and the ability to do big PPFLD at long range is huge.

Edited by Lostdragon, 23 August 2016 - 06:53 AM.


#43 Tiantara

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Posted 23 August 2016 - 07:08 AM

View PostLostdragon, on 23 August 2016 - 06:52 AM, said:

PPFLD is the strongest type of damage and the ability to do big PPFLD at long range is huge.


- Am I wrong, but from when we forgot about shorter range of new Gauss and in same time low damage at max range of any weapon except LRM? Damage on 340m not the same as on 980...
All weapon have limiter and as I can see - many on max range do... about 1-3DMG.
Live Server gauss do max damage on 660m and on 1920 do... nothing.
If you take damage on 900m it's not the same damage on 660, and from 660 you can easy go to more close-mid combat, when longrange mech recharges.

Edited by Tiantara, 23 August 2016 - 07:10 AM.


#44 Lostdragon

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Posted 23 August 2016 - 07:13 AM

View PostTiantara, on 23 August 2016 - 07:08 AM, said:


- Am I wrong, but from when we forgot about shorter range of new Gauss and in same time low damage at max range of any weapon except LRM? Damage on 340m not the same as on 980...
All weapon have limiter and as I can see - many on max range do... about 1-3DMG.
Live Server gauss do max damage on 660m and on 1920 do... nothing.


The max range got cut, not the optimal range. They can still do 15 damage at over 600m. Losing the max range where damage was falling off already is not that big of a deal because shooting at over 800m or so was already usually a bad idea and shooting them over 1000m was really a waste of ammo in most situations.

Edited by Lostdragon, 23 August 2016 - 07:14 AM.


#45 Tiantara

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Posted 23 August 2016 - 07:21 AM

View PostLostdragon, on 23 August 2016 - 07:13 AM, said:

The max range got cut, not the optimal range. They can still do 15 damage at over 600m. Losing the max range where damage was falling off already is not that big of a deal because shooting at over 800m or so was already usually a bad idea and shooting them over 1000m was really a waste of ammo in most situations.


- Oh... I see. But I love to see panic of pilot in mech who got hit from 1500m in torso. And that flower of sparks coming out of it, visible trough Advanced Zoom. Hmm.. What if gauss have close range limit as PPC\LRM have? Can that change a situation if Gauss (as true sniper gun) lost it's short range. Nearly up to 180m or more. Hm?

Edited by Tiantara, 23 August 2016 - 07:24 AM.


#46 Lostdragon

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Posted 23 August 2016 - 08:08 AM

View PostTiantara, on 23 August 2016 - 07:21 AM, said:


- Oh... I see. But I love to see panic of pilot in mech who got hit from 1500m in torso. And that flower of sparks coming out of it, visible trough Advanced Zoom. Hmm.. What if gauss have close range limit as PPC\LRM have? Can that change a situation if Gauss (as true sniper gun) lost it's short range. Nearly up to 180m or more. Hm?


Anybody panicing over a Gauss hit at 1500m was not a very knowledgeable pilot, lol. Gauss had a minimum range in TT but I am not a fan of that for MWO because it doesn't make a lot of sense and with a long CD the GR is suboptimal for brawling anyway.


#47 Tiantara

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Posted 23 August 2016 - 08:15 AM

View PostLostdragon, on 23 August 2016 - 08:08 AM, said:

Anybody panicing over a Gauss hit at 1500m was not a very knowledgeable pilot, lol. Gauss had a minimum range in TT but I am not a fan of that for MWO because it doesn't make a lot of sense and with a long CD the GR is suboptimal for brawling anyway.


- Yeah, but that always was a fun part of game. You shoot, deal 1 damage, but in same time pilot starting to make wrong decision of changing position, searching for target or enemy around, in same time letting to be caught in brawl or LRM. More psychological than damage.
Maybe... but in same time I more like non shortrange limit for PPC, and adding it to ERPPC and Gauss, to make it less useful in short-mid range (100-190m)

#48 Quicksilver Aberration

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Posted 23 August 2016 - 09:34 AM

View PostTiantara, on 23 August 2016 - 08:15 AM, said:

Maybe... but in same time I more like non shortrange limit for PPC, and adding it to ERPPC and Gauss, to make it less useful in short-mid range (100-190m)

The thing that limits the short range capabilities for long range weapons is DPS, minimum range isn't needed to control that.

#49 Tiantara

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Posted 23 August 2016 - 09:40 AM

View PostQuicksilver Kalasa, on 23 August 2016 - 09:34 AM, said:

The thing that limits the short range capabilities for long range weapons is DPS, minimum range isn't needed to control that.


- Oh... maybe you right. But in same time so many weapon can do damage on 500m... Hmmm...

#50 Crashking

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Posted 23 August 2016 - 10:57 AM

View PostSpleenslitta, on 21 August 2016 - 01:07 AM, said:

[/list]Let's look at how the mech could be affected by higher heat levels.

Safe zone - Agreed.
Penalty zone - HUD flickering sounds good up to 50% heat but beyond that i think more serious things needs to occur.
Such as.

This is just an example so shuffle things about as much as you like. Thanks to IaIdabaoth for providing the numbers.
- Speed, acceleration/deceleration, turning, arm, and twist speed are reduced linearly starting at 30% heat, as follows:

30% heat: 100% speed
40% heat: 95% speed
50% heat: 90% speed - Lower sensor range - Longer time to get data on targeted enemy mech - Longer lock on time for missiles.
This gets worse the higher the heat goes.

60% heat: 85% speed - Gyro starts to perform less effectivly. It's less capable of countering recoil and the higher the heat goes the worse it gets. See below for explanation of recoil.

70% heat: 80% speed - BAP's ability to boost sensors is gone. ECM only affects the mech it is mounted on.

80% heat: 75% speed. Maybe concider slight chance of ammo cook off. Chance increases as heat goes up.
90% heat: 70% speed - At 90% heat, you behave as if you were inside an enemy ECM bubble.

100% heat: 65% speed - at 100% and higher heat, in additional to CT internal structure damage.
- Very high chance of an ammunition explosion for non-Gauss ammo.

Should the mech be even more sluggish at high heat levels?
But now we need to look at the elephant in the room. What about ballistics?

Ballistics aren't that hot so AC40, 3 or 4 x UAC5, dual gauss builds are not affected much by what happens at high heat levels.
Should recoil be introduced to keep ballistics under control? Here are a couple of ways that can be done.

1- Fire 2x AC20 and the gyro overloads making it produce heat for example.
But the heat produced by the gyro would be unlikely to be enough to keep Dakka builds under control so screenshake while the gyro recovers would be reasonable.

2- Mech gets a much reduced top speed and acceleration/deceleration while the gyro recovers.
Screenshake because the gyro is barelly keeping the mech on it's feet.

Any other ideas?


[/list]Giving SHS an increased heat capacity has been suggested plenty of times. There is another alternative however.

Something that makes the SHS a better alternative for an Nova with 2x ER PPC but makes DHS a better alternative for a Nova with 12x CERML.

Works like this. DHS works like it does on the live servers.
But any SHS mounted outside the engine can be directly linked to a weapon. You can link 1 SHS per crit slot on an energy weapon while missile and ballistic weapons can only mount a single SHS no matter how big they are.

The linked SHS do not dissapear inside the weapon like it does with engines larger than 270. It stays outside.
A linked SHS provides superior cooling for the weapon it is linked to but functions normally to other weapons it isn't linked to.
Thus it's good for builds that use few weapons that produce a lot of heat such as ER PPC's.
But it's inferior to DHS when it comes to cooling a mech stuffed to the brim with lasers.

How much better should a linked SHS be in comparison to a DHS? I ain't got a clue.


Basically what you seem to be spelling out here.. is the book heat scale penalties. Personally I feel this new energy draw things is stupid -- its just another form of ghost heat. Yes I understand they are trying to balance the game some, but I feel this is going about things the wrong way.

I'd rather see them implement the fixed heat scale of the Tabletop with its proper penalties first off which would put a cap on how much alpha striking a mech could do. The listed heat penalties would also help to reduce the missile boat spammers (SRM) which are OP currently since the damage had been increased with little drawback like chance for ammo explosions. In addition adjust the operation of heat sinks so they are always on and not only activate once you stop firing all of your weapons, such that when less heat is being produced then the heat sink cooling you heat should be going down -- rate dependent on ratio of heat produced to heat dissipation.

From my understanding of the table top experience, mechs were designed with various weapon ranges so they were effective across a wide range of combat situations, or would be setup so some of the lance could have certain range specialty load outs without having the lance to specialized where they could be wiped out -- ie lance mates would cover up for the fact one mech might be all short range.


Your mention of BAP and ECM in heat penalty scale is interesting -- not included in the original book system. Recoil for ballistics could have an interesting feel and it could reduce the ballistic boats, by having the firing mech shake some like how a mech that is being hit actually shakes now which doesn't exactly make sense. I can see this helping to reduce the accuracy of those using ballistics and thus increasing TTK which seems to be another goal of the devs. Partly why it seems they are implementing this increased cool down for all weapons -- ie pushing more towards how tabletop operated with the damage amount from any weapon fired to be over a ten second period. The 15% global boost is nearly a second increase for some weapons which seem to be getting their own individual increase here too and not to mention the module nerf,


I'm not sure how well some or all of this will be taken in since it has been reported that PGI only follows the concerns of a few select elite class units vs the overall community of players. Maybe if more folks came to the forums and would discuss particular ideas put forth. Some of the previous patch changes that were pushed to live without being provided a test server review were promptly refuted and I am glad the mini map was reverted. The additional data the new mini map had regarding which mech types are where was a nice surprise, but I'd rather see PGI use the test server more to get feedback about different purposed game changes.

#51 Deathlike

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Posted 23 August 2016 - 03:04 PM

If Gauss HAD to have heat (like, noticeable amounts), it would have to be something along the lines of 7.5 to 8 heat.

I feel as if Gauss was meant to be like the "AC15" that never was, but also having an in between profile range of a PPC and ERPPC (or in terms of dakka, something between an AC5 and AC2).

Since most of that tonnage would be considered "converting tonnage into non-existent HS" (remember that PPCs and ERPPCs require less tonnage, but also demands as many heatsinks as possible, then I believe that value is what is necessary for the game.

There should be MORE heat on the Clan version though, due to compact size... closer to the value of 9.5 (current value of the PPC) or 10.

#52 Quicksilver Aberration

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Posted 23 August 2016 - 03:22 PM

View PostDeathlike, on 23 August 2016 - 03:04 PM, said:

If Gauss HAD to have heat (like, noticeable amounts), it would have to be something along the lines of 7.5 to 8 heat.

I feel as if Gauss was meant to be like the "AC15" that never was, but also having an in between profile range of a PPC and ERPPC (or in terms of dakka, something between an AC5 and AC2).

Since most of that tonnage would be considered "converting tonnage into non-existent HS" (remember that PPCs and ERPPCs require less tonnage, but also demands as many heatsinks as possible, then I believe that value is what is necessary for the game.

There should be MORE heat on the Clan version though, due to compact size... closer to the value of 9.5 (current value of the PPC) or 10.

Pretty much along the lines of what I was thinking.





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