Kuaron, on 24 September 2016 - 10:06 AM, said:
I think I should list my problems with your system in it's proper thread.
As told in other threads, I like the general idea and would test it.
But:
0) OP too long! Write an abstract of how it works, not a tome of argumentation with the actual mechanics hidden somewhere inside. No wonder I only noticed your suggestion in another thread where you happened to make it right by chance.
If you already have this abstract in your OP: sry, tl, dr.
Staying short does not contradict to being precise!
1) I am not sure whether splitting the bar and including some penalties is the TTK increase and alpha nerf the designers are aiming for, at least with the proposed DHS buff. I'd choose different numbers for DHS, I guess, for a first test iteration.
2) As soon as it actually starts becoming the nerf it should be,... well... you know... the cold weapon thing from the other threads. I won't repeat it a third time.
3) The penalty bar dissipation.
I fear another "red line" hidden there, being somewhere in the lower end of the penalty bar. The thing is: If you stay in the safe bar you dissipate only your normal amount of heat. If you hit your penalty bar (the penalties at the lower end would be something like speed, which is acceptable for heavier Mechs) and, say, are down to half your safe bar, you dissipate 1,5 times this amount.
This means: You waste dissipation and lose DPM if you stay safe.
One could try fixing it by putting a dpm penalty on the lower end, but I'd prefer to start the reserve bar dissipation not on top but on, maybe, half of the safe bar. And than, ofc, double as fast down to 0 % safe bar heat and 100 % penalty bar dissipation. A more extreme approach would be to dissipate only when the safe bar is entirely clear to avoid increased dissipation due to penalty bar usage at any point. (The other option merely moving the x1.5 dissipation to 1/4 from 1/2 safe bar heat.)
On the other hand, playing around with cooldown penalties increases the value of duplicate weapon groups, which can also be an interesting instrument if they happen to be considered underpowered.
The interpretation then would have to be that the weapons are the first thing to heat up, which... I am not sure if is true by lore.
0) There's a shorter TLDR section at the beginning of the post that explains basic mechanics in brief. I often struggle with keeping things short enough to stay within the attention span of most internet browsers but still actually explain things adequately. I can try to pare down the abstract sections a little more.
1) I think the TTK argument is built on a bit of fallacy anyway. TTK is extraordinarily high in MWO, but players still die fast... mostly because of combined fire from multiple enemies. You rarely die quickly one-on-one. The only way to address the aspect of TTK (if this is really a goal we have) is to put a long-term limit on damage output that essentially forces players to be more measured about how much damage they throw out and when. The mechanics of the penalty system do that in a way ED can't even aspire to.
Alpha potential is generally lower under the proposed system than on Live, and we remain true to PGI's intent to allow alphas but not make them repeatable. Even ED doesn't stay true to this edict. Burst and sustained damage potential are both lower under my system than Live or ED.
We aren't really getting a DHS buff under my system. Even though I've brought cap up to true-dubs at 2.0 value, the actual total cap produced is lower across the board, largely thanks to the simplicity of my math and the change in how skills work as compared to MWO.
2) Unfamiliar with the argument here, so I'd have to look it up.
3) Players should, wherever possible, be encouraged to stay within their heat caps, and use the reserve heat in the penalty bar sparingly and thoughtfully. The rate the penalty bar dissipates is related to how much unused heat cap you have - which means if you keep using your heat cap to fire weapons, your penalty bar will dissipate slowly or not at all. If you accumulate significant penalites, merely backing off enough to keep "redlining" your heat will mean your penalty bar will take a looooong time to dissipate, if at all. Backing off completely will see you recover both bars fastest.
Your penalty bar dissipation rate ramps up exponentially, so it takes a bit before you start really seeing those gains. For instance, if you completely stopped firing at shutdown, for the first 5 seconds afterward you barely recover any penalties. In the first 10 seconds (the time it takes your heat cap to recover completely) , you only recover an average of half your penalty points (15 of 30). You've got to stay cool for the full 15 seconds before you see the actual gains from this. You recover as many points in the last 5 seconds as you did in the first 10. Over the full 15 seconds, though, you recover much faster than on Live. I think a mech with 15 DHS on Live will recover 5 seconds faster under my system if you don't fire after shutdown. But you won't recover at all if you keep firing.
It's a bit disingenuous to say you'd be "wasting dissipation" by staying safe. Realistically, staying safe is your best bet at sustained damage output. However, some mechs might be rewarded by going full tilt on burst damage, taking your penalties, and then moving out of the fight to recover. There's a lot of strategy involved here.