Noth, on 16 January 2013 - 06:24 PM, said:
they want heat to be more of issue than it was in TT. Also due to the real time nature implementing the heat penalties from TT would be rediculous. You'd have people constantly bouncing between them and the penalties changing almost all the time. It's just that much more info to clog up the net code and isn't needed to make you have to pay attention to heat. They aren't going to change the heat system to the point they have to re-balance the entire game when it current accomplishes the goal of making heat matter more than TT. Oh and those 2 alpha builds are builds that are easily countered because of the heat.
I said BT. Not TT. Also, just because you cant think of a real time conversion for your precious "TT talk" values to "real time sim" doesn't mean it's not possible. I've thought of one just off the top of my head already that has to do with a delayed timing effect, but you couldn't possibly think of that, because you prefer to run around going "THIS IS NOT TABLETOP WAA" as opposed to thinking about alternatives or how to convert Battletech, NOT TT, B A T T L E T E C H, turn based rules into real time based rules.
get a life.
The more they make heat "an issue" the more people will "throw dice" by loading down on Spammed weapons to get two luck shots in before shutting down. Or just stick with locking never fail missiles.
If you think they want heat to be more of an issue, why have they said "they're looking into heat reduction for PPC and large laser", hmmmm???
Here's the thing:
The more and more they push Heat ladening on individuals, the more and more it'll come down to groups edging as close to possible to each other and just trying to focus fire and one shot the other team's mechs.
You see, when the individual can't fire even just 2-3 PPCs continuously, despite loading down with the max possible DHS, what essentially happens is that the individual has to wait on firing for a while. theoretically, a nice "management" system for skill to factor in, however, look at this...
The more players you have shooting a single target, the less heat management each player needs. In fact, you want to spend shots as fast as your weapons cooldown to bust the enemy as fast as possible.
This is what leads to "mech brawler online", with no tactical sense, no diverse gameplay, just stale ""hide behind the wall and bum rush when they get close enough, alpha alpha alpha with those SSRM SRM AC PPC". This practice leaves large lasers very much out in the cold, since a "good" mech, by player standards, is one with a million hardpoints to spam Medium lasers onto for the uber alpha laser style.
Edited by BerryChunks, 16 January 2013 - 06:45 PM.