I am normally very positive thinking around here. When the devs decide to make a change to a fundamental system, I try to see their point of view and reasoning behind that change. And I generally find their logic to be sound.
However, in this case there is simply no excuse for this. It's not a double heatsink if it isn't double. If it isn't 2.0 heat per heatsink, then it's just not what it's supposed to be.
If the devs have found a balance issue with double heatsinks I would believe that the problem is primarily rooted in numerous other changes that they have made up to this point:
- Weapon damage and heat generation is not operating on a 10 sec scale like they are meant to.
- Your heat guage is not operating on a 30 point scale like it's supposed to.
- Mech armor is doubled.
- LRMs do 1.7 damage per missile instead of the 1.0 they are intended to do.
- and so on...
The devs already have damage and heat pretty thuroughly screwed up to begin with. It should be no surprise that throwing in double heatsinks creates some kind of extreme balance problem.
This whole 1.4 DHS fiasco is a big indicator the devs need to bring the game more in line with TT values. Put armor back to the way it's meant to be. Set weapon stats based on a 10 second period. For example a PPC
should do 10 damage and generate 10 heat per 10 seconds worth of firing. If PPCs have a 3 sec cooldown, then they should be doing 3 damage and 3 heat each time you fire it.
I know this sounds like a massive nerf to damage output, but this is why armor should return to normal values. The heat scale needs to be fixed as well. 30 heat should be the shutdown point. If your mech has 10 standard heatsinks, it should dissipate 10 heat over the course of 10 seconds. If it has double heatsinks, it should dissipate 20 heat over 10 seconds.
MWO would make a lot more sense this way and probably be more balanced. If after making all of these changes DHS are still better... well
they are supposed to be! Don't nerf something that's meant to be clearly better. If you want to mitigate players using the better heatsinks, then that is what economy is for. Make them costly to repair. Make players think twice about building a powerful (expensive) mech, but don't prevent them from doing it. The economy is a little off topic, but right now repair bills are a joke and that needs to be fixed.
If you are willing to nerf something so simple as double heatsinks by such a massive amount, what will you do when clan equipment shows up someday? Nerf it also down to 70% of it's intended effectiveness in another sloppy attempt at balance?
I am sorry, but there is no excuse for this. As I said, I have stood by the devs in the past, but their messing with stats is starting to get way out of control if double heatsinks are being set to 1.4 heat. It is definately time for the devs to step back and look at what exactly they really have in front of them. The numbers are way too screwed up across the board.
The idea of 'we will start with tabletop values and then beat them into the ground with a sledgehammer" isn't working so well as they think.
Edited by Synra, 02 November 2012 - 04:21 PM.