1453 R, on 20 September 2016 - 08:31 AM, said:
A.) Get rid of Ghost Heat because Ghost Heat is e-cancer and needs to be purged from the game with fire.
B.) Space out weapons fire, limiting instaburst damage that results in the instagib scenarios players are striving to avoid in MWO.
C.) Does not have ANYTHING TO BLOODY DO with convergence for the million and five reasons already given in a million and five other threads why convergence is a thing Piranha's not messing with.
There's your objectives. Now: what do we do to hit all three of those points?
I'd wish to add:
D) Addresses boating.
E) Makes at least a tiny bit of sense, i.e. has a credible interpretation of what it is supposed to represent fluff-wise.
Where is your ED now?
If you are serious about "better mechanics", let's start talking about good ones, in the first place.
FTR: I don't dislike the idea of a slowed down convergence (opposing condition C) but independently of this I can imagine so far two concepts that could work.
Both possible since the realisation of the second bar.
One is Scarecrow's "reserve bar" system he already described.
To put it short: Split the heat bar in two, penalize the second one and let it regenerate only when the first one is mostly done.
It penalizes using much heat at once but still allows variation.
The second idea is more straightforward, being my old suggestion:
Lower the heat cap even more (below 0.9 for HS, more like 0.5) and use the second bar for a heat-independent penalty system for cold weapons, with recoil or jam chance as effects.
Let's be honest: If we want more TTK, we have to nerf all weapons, more or less, compared to a non-GH non-ED system. The art is to do it in a way that encourages certain builds, play styles and decisions instead of just boating nerfed weapons.
The seconds suggestion can be, ofc, varied in one or another way to address certain goals.
E.g. one of Scarecrow's goals is to discourage "redlining", so an ideal heat level at which a skilled player has to operate after heating up the mech in an ongoing fight.
This can be implemented in the second suggestion by implementing a softcap at the top of the bar instead of a low hardcap (heat shutdown). Ofc. it will lack the delayed penalty cooldown his reserve bar gives, but it does the job of allowing risky alphastrikes for extreme situations, depending on it's design. And it leaves the second bar unused.
Andi has a thread making a similar approach, speaking of penalties like this:
Andi Nagasia, on 13 September 2016 - 04:56 PM, said:
that we have all that out of the way lets look at Penalties,
in this System i see only 3 Types that would work,
1) Speed,
2) Cycle,
3) HUD,
But, again, without a cold weapon adjustment.
A variation of the first (Scarecrow's) suggestion, on the other hand, would be a penalty to cold weapons, which is, in my eyes, necessary anyway. Because if one reduces the effectively available heat, one nerfs hot weapons more then cold ones and has to adjust the balance, even if Scarecrow writes long texts about the heat system having nothing to do with weapon balance, arguing for his special choice of definitions.
But since with his reserve bar approach the second bar is already in use, the nerf to cold weapons would have to happen via cooldowns. This taken into account, it would give us more freedom to what we want to do to hot weapons and how lethal we want the fight be in MWO, i.e. we could choose the TTK as we see it fit.
Both systems do make sense lore-wise (condition E).
Both systems do at least encourage mixing between hot and cold weapons (for not having to spend too much resources on HSs) because these two are penalized separately.
If one wants to address boating weapon-wise instead of just per weapon type, I think Scarecrows last suggestion with recursively increased cooldowns could be reasonable. They'd have to be proportional to the weapon's dmg in percent of additional cooldown to make medium-class lasers count as only a half large-class one.
Something like:
Additional CD = dmg/2 % CD.
Edited by Kuaron, 24 September 2016 - 08:06 AM.