Moving on to my unsolicited opinion in the meantime :
Good:
- The new heat cap, while *maybe* too low, is a solid touch and most importantly it finally brings the heat containment skill into both focus and consideration for most builds, whereas before it was an after thought on all but the hottest builds. Now the difference between 40 cap and 46 cap (15% heat containment) is noticeable and a true pros/cons decision to make for players with their skill tree.
- Increased innate mobility (to those that got it), especially among the heavier mechs truly helps bring brawling back to viability as a tactic.
- The TTK for laser vomit builds is significantly increased, which feeds into the value of DPS builds, brawling options etc. Laser vomit is by no means crushed, but it's definitely hampered with the new cap, even with heat containment and dissipation maxed in the operations tree.
- Lower cap, but noticeably faster dissipation allows for more aggressive play (again, helps brawling imo).
- Speaking of high alpha vomit builds - one of the things that makes them so effective is that they can really hurt someone immediately. This was a hard counter to brawling that makes the genre viable. Increasing TTK, bringing back brawling viability etc shouldn't necessarily mean the death knell of this playstyle. We want to keep position play, sniping, DPS, brawling etc all viable options on the table, not merely shift the meta. With the hard cap where it's at, it's hard to see if alpha-builds will still have a seat at the table at all, let alone be a viable niche if played properly (see my previous thread on practicing this with 8v8 to see where the numbers truly lie).
- Assault mobility is borderline here. Again I feel like running the PTS again, so we can get more weapons flying on the field to see if position-play can be a viable counter strat/brawling can break positioning is needed here. I want to like where the assaults are headed, but I also don't want brawling/deathballing to be the best or only option either.
- Ranges and durations on the Pulse laser family - frankly, I think we're pushing the game too much in the same direction still with where these weapons sit.
- For the mechs that were considered too strong in the live server principally due to the high-alpha builds they were capable of, I'd suggest we need to take a look at giving them back some mobility (perhaps half a pass compared to the other mechs) to offset these changes to keep them viable. If something was high-alpha centric and still got a mobility buff....well, they should be happy, lol.
- HGR - this a fantastic weapon, with fair drawbacks, but in the evolving meta that these changes engender it's borderline going to creep into the "too strong" category we seem to be leery of. 50pt PPFLD at optimal range, and significant damage well past it's brawling range, the Faffy, MAL, ANH etc might get a bit overwhelming.
I'm looking forward to a season of MRBC or something similar, where team A decides to go brawl and team B decides to go position play and it really comes down to who has the better execution between the two styles, and not purely based on the predominant meta.
In regards to alot of the feedback regarding the cap and whether it should be higher for larger mechs. Alot of players are arguing over flat-increases to the cap (i.e. the heavier the weight class, the higher the innate cap). I'd offer a counter view point that while increasing the heat-cap should be an option, it should come at a cost and my recommendation is that you tie it to skill tree.
Increasing heat containment, or cool running or whatever, perhaps should be at a mildly higher percentage based on the weight or weight class of the mech. This remains a player choice - what are they sacrificing to take those nodes?
For assault pilots, this might mean sacrificing speed/mobility, while light pilots might prefer to focus on the latter, choosing to use that disengagement ability to run off and cool down, in lieu of heat-management nodes in the ops tree. That being said, I'd make it very small adjustments, forcing you to take most or all of the heat containment nodes for a noticeable improvement.
If 40 is the base cap, 46 after the 15% of heat containment nodes, perhaps you just add 1-2 points per weight class (built into the function of the skill tree nodes, not a flat #) that a player can spend SP on those nodes and approach a skilled-heat-cap of around 50 or so.
Lastly, where are we on the ghost heat changes, because you really want to integrate all of these things into another PTS run before you even remotely consider going live.
Edited by Lukoi Banacek, 19 August 2018 - 03:15 PM.