Cypherdrene, on 15 July 2018 - 12:03 PM, said:
How to fix MWO and also get rid of ghost heat:
1- Greatly reduce overall heat capacity: Less powerful back-to-back alphas, have to fully cool down. Heatsinks can still increase the thermal capacity though a limit should be set.
This idea is akin to the Energy Draw system proposed way back when, it was a good idea, but didn't fly as it was hard-capped for all mechs.
2- Greatly increase heat dissipation: Why? becase "Heat sinks, while sharing names with real world passive radiators found in computers, are actually complete heat pumps, not "true" heat sinks in the engineering sense" <Sarna.net>... so it's an active cooling system, it's meant to cool as fast as it heats up (this is true for CPU's and GPU's and even engines)
This would bring back the energy knife-fights Clans are known for.
3- TT/Lore damage values: Though just to make it fair, Clan lasers should be 20% stronger, not 30% as Lore indicates. Though bump Clan heat too:
Type - Lore - MWO
ERSL - 2 - 3
ERML - 5 - 6
HSL - 3 - 4
HML - 7 - 8
Heavy lasers are very niche and ofter overlooked, cooldown IMHO should be the same as the ER versions to make them more of a choice and not a way to fill available tonnage. It'd balance itself out since they're so hot and can't be fired so quickly as it'd hit thermal capacity very fast. The reduced range is of course a self explained drawback.
Large Lasers in general should be same as Lore as mechs would cool down much faster with the system above. This would also apply for PPC's, only (IS) ERPPC's being the least efficient per point of damage, though maybe 12 heat rather than 15 (Lore) cause thats crazy.
4- All Gauss Rifles should have recoil: though very minimal, greater recoil for HGR.
Not my original idea, but it's what makes the most sense. [/color]
Anyone is welcome to improve upon it.
-Shameless repost
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This is it right here. Right now, the heat cap is, IIRC, roughly double what the old games were. Add double heat sinks to your mech and it increases the heat cap even more. The heat cap should be the heat cap regardless of the heat sink type. Double heat sinks should simply cool faster than singles. That is all.
1: Cut the overall heat threshold by half.
2: Remove heat cap increase from Double-heatsinks and up cooling rate.
3: Get rid of the ghost heat for all weapons.
4: Increase clan laser damages 25% over IS lasers, and increase heat at least 25% (probably more due to increased range) over IS.
5: Recoil for autocannons and gauss, scaling based on caliber in relation to mech weight
PGI, please try this "Old-school" system, I don't care if it's a public PTS or just something you guys try at the office. Try it, and see how the gameplay compares to how it is right now, or how it is in the Alpha Balance PTS. I would wager that it would be much more fun, and less hassle to maintain than the current increasingly convoluted system.
Edited by Justicier, 17 July 2018 - 04:39 PM.