Thanks for taking our feedback and actually responding to some of us.
As you stated in the podcast, limiting the efficent Alpha Strike is difficult task, since players will find a way to work around it. Heat limits the sustained DPS a mech can do.
Some thoughts regarding limiting efficent alpha strikes:
Currently there is no system in place limiting alpha strikes directly. Ghost heat works somewhat but only limits certain weapon combinations which leaves loopholes that can be exploited by mechs with the right combination of hardpoints and free tonnage.
My suggestion:
Keep the heat dissipation as it is on the live server right now and use weapon heat to limit the sustained DPS a mech can put out (heat already does that).
Remove ghost heat and unearth the fast refilling
energy draw bar for limiting alpha strikes (e.g. it could refill in 1-2 seconds). Shooting a weapon consumes energy. When your energy bar is empty, your mech shuts down (just like it does with excess heat). With overrride shutdown is enabled, you take damage in a similar way to overriding the heat shutdown.
That's a daring step, but has a clear visual indicator (the energy bar) and is a system that is easy to explain to new players and easy for veteran players to get used to (since it's really similar to the existing heat mechanic).
An example: 31 Points of available energy by default. Assuming the energy draw of a weapon equals the damage a weapon can put out (just as an example) this limits the alpha strike to 30 damage, no matter which combination of weapons you use. Weapons that spread damage, e.g. missles, could have a reduced energy draw to account for the damage spread.
This would help with the following point:
Paul Inouye, on 07 August 2018 - 10:18 AM, said:
• One of the core balance points that has to be under observation in MWO is the spread between 20 to 100 ton 'Mechs and the capabilities that they bring to the table.
Using an energy bar makes it easier to bring the high alpha builds into line without affecting light and medium mechs, that use the same weapon systems, since lighter mechs usually have a lower alpha strike.
The few outperforming mech variants, that have a too good combination of durability (armor, structure, hitboxes), firepower and mobility can be put back into line by variant specific negative quirks. Underperforming mech variants in turn can be buffed to be on par with the other mech variants.
Edited by Kaeseblock, 08 August 2018 - 03:48 AM.