|
Post by Cory Trese on Jun 16, 2015 7:18:14 GMT -5
I hear the following options ... 1) Remove heat, TB is stupid for including it 2) Keep heat, TB would be stupid for removing it 3) Keep heat, TB is doing it exactly like Battletech v4 board game 4) Remove heat, Battletech is stupid 5) Keep heat, but nerf is so bad that it doesn't matter 6) Keep heat, but make it more nuanced by spreading stats across gear, weapons, armor, talents and maps LOLZ. Choices!
|
|
|
Post by slayernz on Jun 16, 2015 7:51:29 GMT -5
Sorry Cory Trese - I'm overly vocal and probably contributed to #2, #3, and #6 ... I like Battletech so I wouldn't have voted #4 I had a day of brain farts so half of what I write is only 50% important.
|
|
|
Post by contributor on Jun 16, 2015 7:51:31 GMT -5
I actually don't see anybody saying get rid of heat, but you. If I look at the title of the discussion, this thread is about engineers and it seems like En1gma is mostly frustrated by this one character's propensity to overheat. So it seems like the main question is whether the Engineer needs a relook to see if 1) He is gaining the proper amount of heat for certain actions and 2) if he is, should some of his abilities cost him less heat to help with his particular heat issues. Overall though I see a few very frustrated people (which is still important to consider if you don't want a lot of rate-rage) and a lot of people who are saying it's good the way it is or maybe heat costs, particularly for the engineer, are a little too high. Personally I happen disagree with the idea that movement shouldn't generate heat. What is more strenuous than movement? Pulling a trigger? These suits were adapted from a work application to a battle application so it makes sense that they weren't necessarily designed for continuous strenuous action.
|
|
|
Post by Cory Trese on Jun 16, 2015 8:06:29 GMT -5
My apologies for being unclear, contributor. I wasn't summarizing this thread alone -- that's the sum total of the feedback from a number of threads, PM and e-mail conversations.
|
|
|
Post by Cory Trese on Jun 16, 2015 8:41:00 GMT -5
Found a piece of code with Engineers that added +50 Heat for every new Tactical Point. I know that was interfering with the heat balancing equations fallen used to setup the talents.
|
|
|
Post by fallen on Jun 16, 2015 8:50:30 GMT -5
It's turn two, to sum up. In those two turns, I moved less than 6 squares, captured the Tact Point, and dropped a Sentry Turret. I'm sitting at 83 heat. Might be a bug actually... Everything seems to be costing the Engineer double the heat... Thanks to En1gma for posting the step-by-step procedure of the issue. This is always helpful even when we think we are all talking about the same thing. The Capture (15) + Sentry (30) + Moved X (3x) = 83 Heat was a tip off that something was bugged!
|
|
|
Post by Cory Trese on Jun 16, 2015 8:53:08 GMT -5
Thanks to En1gma for the details and everyone for the discussion. That bug was buried very, very deep.
|
|
|
Post by ntsheep on Jun 16, 2015 9:09:57 GMT -5
Glad to hear there's a bug causing all this. I don't want the heat system gone. I believe it's a good part of the game and as others have said, it just needs a tweek. Or maybe a good twerk, Officer Genious, come dance for us and see if our heat goes up or down
|
|
|
Post by Officer Genious on Jun 16, 2015 10:03:08 GMT -5
You gotta... You gotta TWERK IT OFF!!! *twerk twerk twerk!*
|
|
|
Post by Cory Trese on Jun 16, 2015 10:30:03 GMT -5
That accounts for 35 Heat.
The next update will also include higher heat dissipation rates on lower difficulties.
|
|
|
Post by En1gma on Jun 16, 2015 10:47:40 GMT -5
And here I was thinking it was intentional... I'm really happy you found the issue I was having, and I'm sorry if my dogged persistence caused more eye rolls than I intended. (Apparently it was enough to cause someone to Smite me at some point...) Thank you again Cory and Andrew- seriously thank you.
Having Heat dissipate faster will be a great addition to the lower difficulties- thanks again for that one.
|
|
|
Post by Cory Trese on Jun 16, 2015 10:54:07 GMT -5
We're going to try like 18-20% faster at lower difficulties, and see how that feels.
|
|
|
Post by En1gma on Jun 16, 2015 11:03:51 GMT -5
Sounds like a plan. Random thought... If this ends up being too complicated... What if the Heat burnoff was a set percentage... No movement in the turn, get a 20-25% cooldown off the total max heat. Reduce this number to 20% (say) if movements are made, then by 2-3% for each MP (after the first) used that turn... This way the player could see direct returns for increasing your total heat, as it would directly impact the amount of heat available in any given turn. This also allows a complete cooldown in 4 turns, which I would find more than agreeable I'm just spitballing, and I'm sure your method will end up being great, just trying to find the best way (IMHO- not knowing anything about what goes on behind the scene)to handle the Heat... Either way, I'm eager to try out the new heat system!
|
|
|
Post by ntsheep on Jun 16, 2015 11:23:22 GMT -5
I don't know about the rest of you guys, but that twerk got my heat up Thanks Queen Officer Genious
|
|
|
Post by Cory Trese on Jun 16, 2015 11:45:15 GMT -5
Doing a percentage doesn't give you the same type of static burn rate / exceeding system capabilities -- and would put us back to the drawing board on the half the game's gear and core math.
|
|