Spleenslitta, 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.