Void Angel, on 02 January 2013 - 05:51 PM, said:
You mean Solaris, a game that was also broken, turning an MG into a 8 point / 10 seconds weapon? According to everything I heard on people with paly experience with Solaris, min/maxing there definitely lead to very different game play, and the reason were such alterations.
Quote
You seem to be misunderstanding me there. I know we can'T get those hit probabilties back. I am fine with mouse-aiming. But if we have it, we have to realize that the original assumptions the weapon stats were build on have changed. We have to figure out how these assumptions affected the weapons and how we need to tweak stats so that the new assumptions (mouse aiming) affects them.
Quote
Do you actually know the reasons why the weapon stats didn't work out?
Do you really believe it was because of such subtle influences like to-hit probabilities and hit-locations wreaked havoc on the game?
We can only speculate here, but I don't think that was the case. The effect of this is too subtle, considering that we had people complaining about things like the ER Large Laser or the PPCs being too hot, and not much had happened in that time. If the devs were able to detect such irregularities like the effect of hit probability concerns in a state of the Closed Beta (or even earlier) with much less active testing and feedback than we have going on now, I'd be extremely surprised.
I believe it simply didn't work out because people shot every 10 seconds, but with pin-point accuracy. It felt probably too slow waiting for shots, but at the same time, the pin-point accuracy with weapons meant that once you shot, death came quickly. WIth heat capacities of 30 + heat sinks, they also probably didn't feel like heat mattered then, because it took only 2 or 3 shots to kill an enemy mech. Even a Marauder only gains about a net of 12 heat per turn if it alpha strikes. In the table top, that's bad - at a heat of 12, you already take severe heat penalties, and your next salvo will cause a potential shutdown, and the one afterwards forces a shutdown. But in MW:O, only the 3rd shot would produce the alpha
So they reaised the rate of fire, which increased the heat load of mechs considerably, and made weapons fire more often. That felt probably right to them, especially since the mech customziations they had them were probably not that extreme - I figure that the Gaussapult had yet to be invented.
If they had decided to lower the heat capacity by 1/3, they would have felt the mechs being rather hot (many of them even unable to fire an alpha strike without overheating - but pretty much all stock builds being able to chain fire at their full rate of fire for a while without getting into heat troubles).
An important thing to understand is that doubling every mech's heat production is not equally fair. A build that only produces 1 heat per second with his weapon will produce 1 heat per second more, requiring 10 tons of extra heat sinks - or (assuming he was heat neutral before) shutdown or shutdown in 40 seconds if no extra heat sinks are granted. A build that produces 2 heat per second will now produce 2 heat per second more, requiring 20 extra tons of investment, and (again assuming he was heat neutral before) now shutdown in 25 seconds.