Quicksilver Kalasa, on 02 October 2018 - 08:23 PM, said:
Just because you play often doesn't mean you understand how to play. I've seen play mechwarrior for 6+ years that still don't understand how to play the game or the mechanics of it.
Oh. Lately I've just been getting told I know nothing because I'm not in X% of the player population. So, whatever on that. Seems to be the latest attack people use to "discredit" someone else. If I disagree with you, I must not know what I'm talking about.
As far as your questions:
"WHY do you think all of this?"
I think "all this" (very precise there) from actual game play, and distinct differences I see from what can be done within the game itself. I could go over all this again... Though I didn't test every possible build nor meta possible within the PTS 2.0, I will say again that it "felt" good, and honestly I had some of the most fun in that session of PTS (I played well more than the 10 minimum required for the "prize") than I have in a long time in the live game. The solid heat cap with higher dissipation felt more fun to play. Some more balance passes could have been used, for example flamers and Gauss where still a little problematic, but a lot of other things just felt nicer. It lead to more fluid game play. It just seemed like you could do more, but also wasn't getting dropped as quickly as with live.
"What side-effects could making those changes have?"
Oh, I'm sure there will be a lot of possible side effects I haven't considered (obviously), and as mentioned before there are many other suggestions to balance. In this case here, with lower heat threshold and faster dissipation, it lead to more of a whirlwind of action, rather than "alpha a high heat, high damage alpha. Sit behind a wall or building when you get too hot for 30+ seconds" (take the phrase with a grain of salt). There was a lot more positioning, movement and just plan attacking.
Personally, for the PTS, none of my builds changed. They all worked mostly normal, but was rewarded after the opening volley (an alpha shot) with more trickle fire. Or, I could even alpha and then tuck behind cover for a moment and go back out. This doesn't mean 30 cap was "the best", but it felt more impactful than 50 (which is what most every mech has in live). With the 50 cap, it just lead to "like live" conditions, but with much better cooling times.
As for specific side effects from a locked heat threshold cap, it would lead to a few other changes. For one, it would effect high heat alphas, forcing either more groups of weapons to fire or lower alphas. A build with, for example, 12 ERMLs (Nova Prime), could probably group the fire up and remain reasonably effective. If GH for lasers were removed, it could then alpha at the cost of overheating, but not so badly it would melt like it does now with GH.
Ultimately, yes. This change would either force more creative solutions to produce higher damage at lower heat, or make people want to exchange more face time to deal that damage. This could be both good and bad, depending upon the situation.
I also felt that PPCs got a boost with the PTS 2.0 and 2.1. Working within GH limits (which could probably be removed with the heat being capped at 30, but 35-40 cap would probably be more preferred), I found that two PPCs with laser backups could work very well. Shoot the two PPCs, wait a moment, then you could shoot the MLs while the PPCs were on cooldown. It just, to me, seemed to open up more build options while also removing a lot of restrictions that were on other combos.
Overall, I felt it made the game "faster" in movement and positioning, but slowed down time to death just a bit. Considering I have had (no joke here) a Riflemen get one shot KOed in the CT by a single mech (It was an Annihilator), I do think that TTK is a little fast in this game sometimes. On the PTS, I didn't see that happen so much.
"What is the relationship and interplay between heat sinks, weapons, ghost heat, and heat?"
Lots... This is a very long question to answer. Lots would need to be covered.
Short answer version:
- Heat sinks determine how often you can "get back into the fight". it is suppose to help restrict abilities, typically damage. It's suppose to be another resource you are to manage while in the game, similar to weapon cooldown, ammo and even JJ fuel.
- Weapons influence what you can do. What weapons you take determines what you can do. The weapons you can use are limited by what heat resources you have available, as well as other resources such as ammo. (At least in relation to heat scale, excluding range, type, role, etc.)
- GH is suppose to limit overly powerful combos and the effectiveness of bringing more of the same thing. It is suppose to punish someone who breaks it for that combo or high boated effectiveness by depleting heat resources, rather than raw damage or accuracy. It's suppose to be a balancing mechanic to curb and discourage power creep and potentially game breaking combos and abilities. (Similar in nature to why APs disable a single nearby ECM unit.)
- Heat itself is the resource that determines what can be done at any given time (to put as simply as possible). Heat regulates and is suppose to help balance out abilities. There is a reason most weapons pay more heat for range and/or more damage, among other things. Heat is the resource that heat sinks take control of. It's part of the limiters in this game.
Obviously, I've done a very simplistic explanation of the systems and their relationship. The short of it is, it's all about resource management. When you have too much of a resource (or can get too much of it), it makes it's impact on what it's suppose to be limiting weaker. It's like playing a video game that only gives you three lives to beat the game in, but you know of a way to get as many lives as you want within the game. Suddenly, the life cap/resource become irreverent. It may not make the game any less difficult per level, but it makes the game easier/too easy. Right now, I feel we have ways to get too much heat resources in this game, making it's effects too weak in some cases. Once again, of particular note about CDHS. For them, it's not about how much they can cool individually, but how many that can be taken due to their fewer crit slots they occupy. (Crit slots are another limiter/resource you are suppose to manage. But that would lead to another topic, but also relates to heat scale...)
"For example one of the things that strikes me is you want to reduce ghost heat with this change? But why?"
Many people who play this game has wanted GH removed, changed or reduced. I feel that GH does what it's suppose to do, but that there are possible other options that might perform that task better, either out right on it's own or partnered with a much weaker GH system. People shot down energy draw due to it's complexity and "hidden" aspects. However, GH has a lot of issues. Just looking at the PPC line, it seems like LPPCs are very harshly punished with GH, and you can't even mix LPPCs with any other PPC without being even more harshly punished.
GH has it's merits. It's done a lot of work for this game. That doesn't mean we can't discuss or seek alternative options that have the potential to be better. I feel that the PTS isn't used enough, and that there are many possible alterations that could be tested for validity that just don't go anywhere otherwise. I would bring up the Community Weapon Balance Document as one such prospect that could have used a PTS. It would have been very interesting to have seen if it would have worked as those people whom created it thought it would. I also feel that we didn't test the suggested new heat scale out far enough with these PTS. You made suggestions yourself that may have improved upon the 2.1 PTS:
"Maybe if they had lowered the heat values on lasers a bit as well as the heat cap and finally added heat to Gauss I would've been preferred 2.."
"What does that honestly help with since the system would STILL BE NECESSARY for certain things and what else about the game does that impact to simply reduce some of the potential complexity of ghost heat?"
It would be reduced to affect far less. It could be used to prevent overly powerful weapon combos still, and if certain specific weapons that become boated are deemed too effective still. But it would massively simplify far more options overall with it's reduction, once again with the theory that we adjust the heat scale in some manner.
Quicksilver Kalasa, on 02 October 2018 - 08:23 PM, said:
It seems like you are going for a blanket change like PGI often does rather than a more targeted approach to a variety of issues. So rather than fixing the imbalance through more direct means you are wanting to change the heat system which really just shifts the issues rather than actually fixing them. Mitigation isn't really a solution, that's just buying time.
I feel that the current heat scale system has something inherently wrong with it. I think a more solid heat cap could provide a better point to balance from. I believe it could have the potential to not only reduce GH's effects, but also has the potential to remove many of the IS mech quirks (if not even some clan ones too). I have felt that balance by Quirks was always kind of a poor choice. It's okay to give a bit of a helping hand to variants and chassis that under perform and/or to provide a little flavor, as that is what (in my opinion) quirks should be more used for.
So, I'm not trying to fix just tech level imbalance, nor just GH or the heat scale. I feel that by changing the heat system we could have something that is a bit multi-part. For one, I think it would be more Battletech like (the core base of this game), while also still playing to the different aspect of being a FPS rather than a TT Strategy game. I feel it's a good interpretation of that aspect of BT within MW.
I also feel it would help free up the differences between tech levels, permitting better overall balance to continue to farther refine balance. Sometimes, you just can't keep putting bandaids on something (changing individual weapon/equipment stats) and you just have to do something a bit more. We've been adjusting weapon/equipment stats. Maybe it's time to try something else.
The last part (that I can think of right now) is that we could lessen the restrictions of GH with a more solid cap. A hard cap means we don't have to plan on people adjusting their alpha levels according to their current heat cap, but by the cap that's hard set.
As a rough example of why I'm behind a hard heat threshold cap, do you recall/know those simplistic games where you often times have a bow or cannon, and you have to determine the arch and power of the shot to try and hit targets? Well, the easiest way to often times beat those games is to lock yourself at a single arch but adjust only the power for every shot, or adjust only the arch and leave the power the same. It's easier to adjust one aspect at a time, rather than both. If you adjust both arch and power after every shot, you tend to get wild results. In this game, that relates to us having both alpha heat limits AND heat threshold caps both being adjustable. We will find it very hard to seek balance as long as both aspects (just like arch and power) are in constant flux. You adjust for this alpha heat with that threshold cap for this much damage, and people adjust one or the other to get the same damage (or more) by adjusting how much heat they make or by how high their threshold/dissipation rates are. (We aren't sitting at too bad a spot right now. Doesn't mean it can't be better though.)
I wouldn't call a change to the heat scale "mitigation". Constantly adjusting weapon/equipment values is starting to feel like "mitigation" that's just buying time at this point. I do believe it's about time we try something else.