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Adapting Ed To Introduce The Tt Heat System


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#21 kapusta11

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Posted 25 August 2016 - 11:25 PM

TT heat system won't works with the tech that comes after 3025. The reason for that is double heat sinks. It was a power creep even in TT.

I suggested introducing 3025 game mode with 3025 tech where it actually worked instead of stock mode and ED, a win win situation for everyone, but no one seemed to care.

Edited by kapusta11, 26 August 2016 - 03:27 AM.


#22 Davers

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Posted 26 August 2016 - 03:06 AM

View PostScarecrowES, on 25 August 2016 - 10:46 PM, said:

For the record... to stem the rampant panic... my initial suggestion of 10 dissipation is probably too high. It has allowed some builds which run extremely cool to come out heat neutral with little chance of seeing regular penalties. 7.5 or 8 might be better, and will incur regular penalties as expected.

It's important to remember that this is not a band-aid system... it is a full replacement of the heat system and does not work quite like the system MWO currently has.

The heat scale itself, which essentially acts as a penalty scale, only accumulates heat, thus penalties that include shut down and whatnot, if you exceed the heat capacity of your mech. This is how the Energy Draw system works currently, except we're using heat directly instead of damage, which eliminates the need to have 2 scales that essentially do exactly the same thing. The fundamentals of the system are the same as base MWO... I shoot, I incur heat. I shoot too much, I get penalized for it. It's just tuned a different way and presented differently.

So yes... if you control your fire and don't exceed capacity, you won't be punished. But you still generate heat. You still have to manage your firing. And if you don't do it well you will still shut down and worse.

It should also be mentioned that exceeding a mere 20 points of heat over your heat capacity will result in a shutdown under my system.



Literally NOT what I proposed, but thanks for disseminating false information.


Under your system it's still possible to make heat neutral mechs with a 70 point alpha. Maybe you think this is good for the game, but I disagree.

#23 Idealsuspect

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Posted 26 August 2016 - 03:13 AM

View PostScarecrowES, on 25 August 2016 - 05:21 PM, said:

Posted this proposal in the ED PTS forum, but I feel that the community at large in general discussion should have a say as well.

Basically I've found a way to use ED's mechanics to adapt the Battletech TT heat system to MWO.

I feel like the result is a marked improvement on any existing system, and I believe many of you will too. Please head over to the main topic and take a look, and please post/test your builds using the proposed system to see how it performs and recommend and tweaks it might need.

http://mwomercs.com/...tt-heat-system/


Ty for this post and all efforts for write it but ...

PGI won't read it, if they read they won't really understand it, if they understand if they won't have time for apply it and if they have time for apply it they will prefer create new contents ( decals, mechs or revamp a map ).

GGClose Posted Image

#24 ScarecrowES

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Posted 26 August 2016 - 02:43 PM

View PostDavers, on 26 August 2016 - 03:06 AM, said:

Under your system it's still possible to make heat neutral mechs with a 70 point alpha. Maybe you think this is good for the game, but I disagree.


You'll have to post the build so we can look at it.

The current game has repeatable 70pt alphas... SRMs are notoriously good for this - low heat and low weight per launcher, but high damage output - but noone complains about 70pt SRM alphas. In fact, on the ED PTS people lobbied to have the draw of SRMs reduced, even though they were putting out the most simultaneous damage of any weapon type.

Direct alpha damage is significantly reduced under my system. Heat capacity is strictly lower for all mechs than on the live server, so alpha capacity is reduced by default.

Initial tuning of my system seems to provide near heat neutrality if you're using a builds were running cool in relation to their damage output. This is because initial dissipation numbers weren't high enough to put additional limits on cycle times for weapons... you set up your build with enough heat sinks to dissipate the heat of your weapons, so it did. The solution is merely to lower dissipation a little bit... so you either fire more slowly, or you accumulate a little heat. It's a difference of not more than 25% on a single variable in my system.

Easy peasy.

#25 ScarecrowES

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Posted 07 September 2016 - 05:11 PM

OP of the ED to TT conversion topic has been significantly updated and values revised.

The system now directly mirrors both TT and MWO's current system for heat cap and dissipation values.

I ask that folks please give this a read.

The current ED system could be adapted to emulate the TT system and be back on the PTS within a day. All the actual mechanics necessary to make it work already exist thanks to the ED system. It's merely a matter of swapping some values around, most of which is as simple as changing some values in an XML document.

The system parallels the existing MWO system, so it will not require any adjustments of weapon stats or functionality to work. It can be tested with all of the live server weapon configs.





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