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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 7 posts ] 

How to fix heater issue
Nurf heat damage and/or increase heat usage on user 7%  7%  [ 1 ]
improve mech and module heat totals and cooling 21%  21%  [ 3 ]
Change the penalty on overheating (damage is an example) 7%  7%  [ 1 ]
Limit overheat total 0%  0%  [ 0 ]
Cooling applied every turn 7%  7%  [ 1 ]
other 0%  0%  [ 0 ]
none of the above (with fair reason please) 57%  57%  [ 8 ]
Total votes : 14
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 Post subject: Fix Heater weapons
PostPosted: Sun Feb 02, 2014 10:40 pm 
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Right now there is the serious issue of people just spamming weapons with high heat damage output to "heat-lockout" other players from being able to play.

It is a serious problem since more and more people are starting to use this technicality as it is right now to play instead of the diversity of all the other weapons avaliable.

I feel that there should be a big fix to this since you pretty much have multiplayer as the only option to play if you completed campaign right now or are stuck in campaign and need to level up/ get better gear.

Most likely nurfing the heater weapons heat damage would be the biggest way to go about it or making the heat usage significantly higher to make heat weapons not as easy a tactic to use.

Improving the mechs heat resistance significantly along with heat and cooling modules is another option to resist or prolong the overheat issue and heat lock-out issues to not be so easily exploited to the point of the other player not being able to do anything but sit there for the 5-6 turns before the match is over.

Another option is to exchange the heat shut down with another more reasonable and not so exploited option of possibly small amount of damage per turn (probably about 20-40% of amount of overheat).

Another option is to limit the amount of overheat to a specific amount like 10 over your heat to prevent the entire turn lockout

The last option is to allow the cooling to apply every turn like energy regeneration

For votes i would appreciate a reply on peoples opinions, especially if they are against it


*(Heat users and people who exploit the heat lock-out right now should have a fair reason to say no to this instead of saying that is how they like to play so "deal with it")


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 Post subject: Re: Fix Heater weapons
PostPosted: Sun Feb 02, 2014 11:08 pm 
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It like every other build is able to be countered however, just have to play intelligently. In short I'll vote no on this.

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 Post subject: Re: Fix Heater weapons
PostPosted: Sun Feb 02, 2014 11:26 pm 
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so those people who use 2 or more lava overflows or the red lazers along with a red eye that deals over 100 heat in 1 turn isn't an issue? if they go second they only need 2 turns to over heat just about anyone and lock them out.

meanwhilethey get 5 shots then they can cool off and start it all over again in an endless cycle of overheat.

unless somebody had completely filled out every module with heat modules, which means no ammo or rockets, along with avoiding using any weapons that generate additional heat (which writes off about every weapon besides energy weapons) there isn't exactly many reasonable or versitle options to fight heaters.


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 Post subject: Re: Fix Heater weapons
PostPosted: Mon Feb 03, 2014 12:21 am 
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Solidmoon wrote:
so those people who use 2 or more lava overflows or the red lazers along with a red eye that deals over 100 heat in 1 turn isn't an issue? if they go second they only need 2 turns to over heat just about anyone and lock them out.

meanwhilethey get 5 shots then they can cool off and start it all over again in an endless cycle of overheat.

unless somebody had completely filled out every module with heat modules, which means no ammo or rockets, along with avoiding using any weapons that generate additional heat (which writes off about every weapon besides energy weapons) there isn't exactly many reasonable or versitle options to fight heaters.


Those weapons don't exist, so I think that you are referencing the HEAT overflow and Bright Blast series.

So, I would like to offer you some advice.



I have a lvl 15 build which can easily tank that overheat, and that overheat is easily at lvl 22. The key is to not use bullets or rockets, as those suck. If I have a lvl 15 build which can tank that heat damage, you should seriously look into new alternatives. Use the Regen and CD modules, if you aren't as they will save some serious heat overflow.

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 Post subject: Re: Fix Heater weapons
PostPosted: Mon Feb 03, 2014 12:33 am 
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Solidmoon wrote:
so those people who use 2 or more lava overflows or the red lazers along with a red eye that deals over 100 heat in 1 turn isn't an issue? if they go second they only need 2 turns to over heat just about anyone and lock them out.

meanwhilethey get 5 shots then they can cool off and start it all over again in an endless cycle of overheat.

unless somebody had completely filled out every module with heat modules, which means no ammo or rockets, along with avoiding using any weapons that generate additional heat (which writes off about every weapon besides energy weapons) there isn't exactly many reasonable or versitle options to fight heaters.

You are thinking in limited terms for how to counter it when many ways exist. A major one would be to watch your ranges.

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 Post subject: Re: Fix Heater weapons
PostPosted: Mon Feb 03, 2014 10:21 am 
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Massive heat weapons do very little damage. If you have a physical weapon, normally 1 physical hit and a cooldown will do just as much damage than 2 major heat heat weapons hitting you. Just be careful with your heat :)

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