It could cause trouble in lots of ways like slowing you down, makeing it harder to hit, shutdown and ammo explosions.
In MWO this has been basicly narrowed down to shutting you down when you reach max heat. Something I find to be over simpliefied. So lets see how heat could have a greater impact to the game.
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I think that could be implemented pretty straight forward as with increasing heat you would slow down. You would never stand still, just get a % reduction to a max of maybe 25% when you are close to max heat.
I think that could be a nice risk-reward thing. You have to weight between firing a full alpha, that if you don't kill the enemy or he has friends you are stuck or at least hindered to hide again.
So do you alpha or do you stagger your attack?
As for the reduction, I wouldn't go much higher as 25% as light and medium mechs would realy have some trouble with higher reductions as they don't have the armor and we all know how easy it is to kill a legged light or medium.
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Here I see two options:
1) The hotter your mech gets the more your fire will hit something in a cone of fire instead of where the crosshair is.
2) It gets harder to bring your crosshair over the target, like you have an input lag. Your mech still moves normaly so you can twist and stuff but your crosshair needs some time to follow that movement. To show that you would have a slightly transparent crosshair in the middle as usual and the full opaque one off center moveing towards your center one.
Should you fire before your crosshiars meet again you would fire at where the opaque crosshair is at that moment.
I think I would prefere option two. Its less of a gamble mechanic. You know where you will shoot at and you can adapt your firing behavior accordingly by waiting to cool down or you take the shot whereever its pointing at the moment.
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Normaly you would have several shutdown warnings until the mech shuts you down no matter what you want.
I think I would translate it in a way that you have 3 points that, when your heat gets higher then that, you get a shutdown warning and a timer starts. The hotter you are the shorter the timer will be and if you don't hit the overwrite in time your mech shuts down.
When you reach max heat there won't be any warning, you shutdown. No overwrite possible.
On the other hand I would take out the self damageing from the overheating.
I think that mechanic would ask for much more skill and care when fighting. Damn I would even go so far and force the overwrite key to be fixed and not allow a rebind so that people realy have to take their hands of their usual position to move their hand and hit the overwrite key.
Overwriteing the shutdown should be easy enough to make it in time for the first overwrites but also take your attention away for a second or two. Makeing it a bit more risky to just charge in guns blasing.
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With this I struggle a bit. Never liked how much of a gamble it is in TT because of the high damage potential. Shutting down can be problematic too but you still have the chance that you are maybe far enough away, that your teammates cover you or that the enemy simply dosn't hit. Ammo explosions are a lot of times the end of the game for you.
So its a mechanic that even I would shy away from. Maybe a roundabout solution could be that instead of the ammo exploding just a part of your ammo gets useless.
Another option I could think of is that ammo based weapons take longer to reload the hotter the mech gets. Since ammo weapons are more often less heat intensive that might be a way to also balance thems slightly but yet keep it so that someone skilled can build and pilot a mech in a way that you act accordingly.
Like deciding between going back into cover to cool down or you take the extra facetime to finish off a weakend target to get a kill.
I think that would be a much better tradeoff. Its a more interesting decision that you can influance compared to a dice beeing rolled if you are out of the game or not.
Final thoughts
While this dosn't prevent high alphas it could influance it by people who are doing it haveing to now evaluate the situation more. They will not get away so easy anymore and follow up shots wouldn't be garantueed hit but its still skill based and not random.
Brawlers have to be less about constant fireing but more hit and run.
LRMing...mh. Hard to tell. When you take the slower reloads with more heat then LRMers would do less damage and might have to switch to secondary weapons or take less ammo or LRMs to manage the heat.
Lights and Mediums could very well do hit and run while heavy and assaults can't continuesly fire at them with pinpoint accuracy.
TTK might go up a bit while DOT vs Alpha gets a bit more interesting.
I think those changes could make MWO a more interesting game. Your thoughts?
Edited by Nesutizale, 23 August 2020 - 05:24 AM.