ScarecrowES, on 27 August 2016 - 01:04 PM, said:
1) What role, if any, should the heat system have in limiting alphas (here defined as firing most or all of a mech's mounted weapons in one shot)?
A balance should be struck between low but consistent (DPS) damage and high but infrequent (burst/spike/alpha) damage. Neither option should completely eclipse the other; MechWarrior Online is a better game when there are fewer binary, on/off, yes/no decisions to be made. A system which overly encourages alpha strikes (current Ghost Heat) is as disadvantageous as a system which overly encourages DPS damage (possible current iteration of Energy Draw). Both options being valid choices in the correct circumstances is a better overall place for MWO to be.
ScarecrowES, on 27 August 2016 - 01:04 PM, said:
2) Are there levels and types of alphas that are deemed more acceptable than others? If so, what are examples of acceptable/unacceptable alphas?
Difficult to quantify, but the current system - wherein spread damage is less 'valuable'/more acceptable than DoT damage is less valuable than instantaneous, PPFLD damage - feels correct. Spread weapons such as LBX autocannons and current missile technology feels better when it comes with the bonus of decreased draw to balance its more diffused damage, and single-slug autocannons, Gauss rifles, and other pinpoint weapons are demonstrably powerful enough to warrant extra controls.
ScarecrowES, on 27 August 2016 - 01:04 PM, said:
3) Is it an acceptable/unacceptable expectation that heavier mechs should have higher firepower output than lighter mechs? Why?
It's an acceptable expectation, but a difficult one to really balance well and a possible reason we're testing ED in the first place. Larger 'Mechs being given increased ED thresholds, for example, continues the current Ghost Heat/base heat system trend of invalidating smaller machines with less alpha potential, as those machines cannot possibly hope to match the total combat capacity of a 'Mech that can erase them from play with a single click. Players have been decrying TTK as being too low for years now, largely because very big 'Mechs, even under GHost Heat, can generate alpha spikes able to kill or cripple a target with one salvo.
Any attempt to 'increase TTK' has to take into consideration the effect that large assault 'Mechs gigaboating all the everythings has on perceived TTK. Players don't remember the time they spent an entire match being slowly whittled down shot by shot, ducking in and around cover trying to line up a shot on their target, fighting tooth and nail and ending a match on twenty percent integrity with no ammo and two small lasers left. They remember the time when they poked their head around a corner and a Whale gigaspiked half their 'Mech off, removing them from the match before they had a chance to really participate in it. The latter is what allowing excessive firepower for larger 'Mechs entails, and there's no easy way to have both gigaboat-everything assault 'Mechs and high perceived TTK.
ScarecrowES, on 27 August 2016 - 01:04 PM, said:
4) Should the heat system have mechanics in place to limit the firepower capability of mechs beyond what their build and heat capacity allow - either by limiting simultaneous damage, Damage-over-time, types and amounts of weapons fired together, etc? Why?
Yes. Because the game's playerbase would not allow otherwise. Players who've been around long enough remember the uproar that six-PPC Stalkers caused, no matter how bad six-PPC Stalkers actually were. The Playerbase, as a nameless aggregate whole,
cannot tolerate being one-shotted. If they're crippled by a single strike from
any source - high enemy alphas, Long Toms, consumable strikes, even legitimate headcaps - forum hue-and-cry will follow. For a multitude of reasons, the MWO playerbase refuses to accept any form of one-shot as valid. As such, controls need to be in place to limit one-shots to statistical abberations, and/or Locust pilots. Locust pilots know exactly what they're getting into when they get into a Locust.
ScarecrowES, on 27 August 2016 - 01:04 PM, said:
5) What, if any, types of builds and conditions should a heat system provide limits for beyond the base capabilities of the heat and builds systems?
As stated above - the goal of any system above and beyond the base heat system should be to limit the ability of any player to one-shot another, non-Locust-driving player on anything but rare, statistically insignificant occasions. Builds which provide more one-shot kill or cripple ability than other builds should be more strictly controlled - the perfect example being the current PTS snapfire Gauss Rifle. The weapon is extremely problematic not because of its DPS (which is absolute garbage) but because it is easily the best one-shot weapon in MWO. Two Gauss Rifles, fired together as a single unit, deal a significant thirty points of damage to any point the firing player can target, essentially without fail, for very little heat and essentially zero risk. No other weapon has this capability - which is why the Gauss Rifle has been nerfed more than any other weapon in MWO.
Beyond limiting instagibs, a system above and beyond the base heat bar should be tuned to try and encourage more tactical, open-ended gameplay, as opposed to the "You do not EVER exceed your Ghost Heat limitation,
EVER(!!!)" binary gameplay of Ghost Heat or the Alpha button all-day-erry-day gameplay often considered typical of pre-Ghost Heat MWO. Any system which widens the viable toolset of a player is a system which can only be beneficial to MWO as a whole, while any system which narrows that toolset can only be a hindrance.