Chris Lowrey, on 07 September 2018 - 10:05 PM, said:
I want to touch on this a bit before I check out for the weekend. Ultimately, we can't rest on our laurels even if a change is well liked. For something as all-encompassing as the heatsink system, we cannot restrict our tuning of a global system just to curtail the use of certain weapons. What we where finding was that while it did hit laser weapons in a way that was acceptable, outside of lasers, and especially around "spike heat" weapons like PPC's and AC 20's still where not getting the threshold values that they needed to play into their role, even when multiple heatsinks on a 'Mech was taken in testing. This left these weapons in a precarious position of either having to settle with less weapons and more heatsinks, or really limit their exposure to only one or two shots before they where instantly heat capped, which was not playing out the way we where hoping.
Basically, remove lasers from the equation and examine the heat system and how it operates with every other weapon in the game. While there was defiantly value to be found in the additional DPS from higher, more streamlined dissipation, we where not getting the numbers we wanted out of the initial thresholds despite additional heatsink investment. When a system is as central to the core game experience as heat, we cannot end up focusing on just the narrow things we wanted to hit, but find a solution that worked across the greater weapon lineup as a whole.
So there is 2 solutions to that:
- Introduce heat spread like existed in MW4, such that the heat generated by a weapon was not all spike heat. Some weapons in MW4 only generated half their actual heat instantly at firing, and would generate the rest piecemeal over a given period of time (rarely longer than cooldown, if at all).
- Reduce the heat on those weapons since neither ERPPC is really problematic these days, especially after the Warhawk was over-nerfed.
That said, it still doesn't explain why we need even more dissipation than existed in PTS2.1 which are outrageous. A dissipation rate change ups the arms race for all mechs. It doesn't just help laser boats, it helps sustained DPS builds as well making it just increase the pace of firepower being traded which seems absurd when combined with a reduction of IS structure quirks, especially given how bad many IS builds still are.
Chris Lowrey, on 07 September 2018 - 10:05 PM, said:
Or are the specific Dakka mechs simply quirked in a way that these changes pushes them over the edge? From what we have seen, while Dakka ballistics is popular, they tend to be most popular on 'Mechs that are specifically quirked to support it, sometimes substantially quirked.
What? The top dakka mech (MCII-
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/cool.png)
currently has zero quirks, and probably the 2 mechs behind it again, have zero quirks (DWF, KDK-3). The Dragon is probably the most quirked mech for dakka currently. The Annihilator has quirks but those aren't really specific to dakka and to be fair, those make up for the fact it has a horrible profile and is IS. The HBK-IIC with 4 UAC2s has always been a solid performer as well, with zero quirks.
The main dakka mech that ever had significant quirks that made it what it was was the MX-90 back when the penta-AC5 build got something like 25% velocity/range (the old DGN-1N was a bit more gimmicky during that time). Outside of that, mechs that have been top dakka builds have rarely had significant quirks.
Chris Lowrey, on 07 September 2018 - 10:05 PM, said:
To this end, the heat system needs to support these kinds of playstyles as a viable base, without the presence of quirks, and quirks should only be there to provide additional flavor or make of for some kind of 'Mech deficiency.
If a specific weapon type is not doing good, changing a global system to accommodate if you don't know why it isn't doing well makes zero sense, hell, even if you know why, it doesn't make sense.
Chris Lowrey, on 07 September 2018 - 10:05 PM, said:
In both cases no matter what we do, with as big of a core change as this will be, there will always be things that swing too far in one direction or another. These changes where specifically targeted to support the widest amount of options from the current weapons roster,and not focus solely on any specific load-out. Global systems shared by all the weapons should not be used to target individual weapon styles or player behaviors.
The bolded line right here I find at odds with the ENTIRE PURPOSE of the PTS in the first place. So then what is the end result of the PTS because it still seems to be about curbing laser alphas (but doing it in a minor way) but also has a SIGNIFICANT unintended consequence of increasing the firepower arms race by giving significant buffs to dissipation rates of the heavier mechs. Ironically that's what lights really need since they tend to take forever to actually cool down but instead all this change does is give them a very minor buff of heat capacity. It only extends the gap in firepower between lights (which are generally strapped to bother with extra heat sinks) and heavier mechs.
Edited by Quicksilver Kalasa, 07 September 2018 - 11:05 PM.