Tarl Cabot, on 16 September 2016 - 06:01 PM, said:
The heat cap needed to take a hit. As for dissipation rate, it would matter if there were actual heat penalties (movement/agility w/2-3 thresholds) to make a player consider holding his fire for a tad longer instead of pushing it closer to the heatcap.
Indeed... and the Table-Top heat system, which I've been advocating for, does these things.
It produces a soft cap for mechs that's 30 points lower than Live, but doesn't remove those points because there are builds that absolutely need them to work effectively. Instead of dropping them outright, you put penalties on them that makes players think twice about using them if they don't have to. You drop dissipation to TT levels (or increase it depending on which version of the game you're talking about), and add the TT variable dissipation for the penalty meter. This produces a dual scenario of high-cap, low dissipation and low-cap/high dissipation depending on player actions. Get into penalties and keep firing, watch as you continue to suffer those penalties and never cool off. Get into penalties and stop firing all together, watch as you cool off even faster.
I've tested and tested and tested using the base TT values for cap and diss against their modified versions in MWO... TT works better. It has more consistent results across all mechs, and produces exactly the restrictions players keep asking for, AND the rewards players keep asking for.
Similar burst damage compared to live servers for most mechs, lower practical alpha caps, lower total damage output, higher level of skill to maximize output.
The only think the system DOESN'T do is replace ghost heat. But the community has figured that one out too. Dynamic cooldowns. Though in my version, each weapon gets a slight boost to its cooldown at baseling, and each additional one you add pulls the cooldown back. This doesn't mess up the heat system, and doesn't mess with alphas (both of which the heat system fixes already), it just meters the damage out over a longer period of time. Reduces burst damage, but not at the cost of total output.
Heat system solves MOST of your problems, this one solves the matter of all that "icky" boating, without actually removing the viability of boating. For certain mechs that can't do ANYTHING but boat, having to meter out your damage a little more won't harm those in the long run... they'd do that anyway. For the rest, lower burst output.
Oh! And skills. Instead of BUFFING your heat cap and dissipation, I'd have skills remove a nerf to your heat cap and diss... so the best a mech can ever be is the base truedubs allow. Fresh mechs at -15% cap, basic's at -7.5% cap, elite at full cap. WAY easier to balance this, and much more fair across all mechs.
Edited by ScarecrowES, 16 September 2016 - 06:19 PM.