What if heat weapons...

...scaled based on the number of MJ left in the shield they just hit?

The thought just popped into my head while I was trying to go to sleep, and it seems like an interesting solution. Generally, larger ships with naturally larger MJs of shielding have larger heat capacities, so ideally heat weapons would be fairly smoothly effective against factory-spec unboosted shields up the various ship classes. With lots of boosters and thus disproportionately large shields for the ship size though (versus base), heat would start to be a major problem.
-helps provide a counter to massive shield walls
-Gets less effective as the fight draws on, since there will be less MJ remaining in the shield
-Has counter-play in the form of turning off your shield boosters if needed, and / or using heat sinks

This wouldn't help much against high resistances, but PAs and ramming are effective against that. If you wanted to make heat be good against EFFECTIVELY large shield (resist too, not just raw MJ), then you could have the heat scale on EFFECTIVE MJ remaining. Am I missing something with this idea? I'm very tired, and this seems suspiciously elegant. What are your thoughts?
 
is it not just easier to base it on thermal resists?

High Thermal resist = More heat but lower damage as the energy is dispersed on a high resist shield but the resisted damage is turned into heat.
 
is it not just easier to base it on thermal resists?

High Thermal resist = More heat but lower damage as the energy is dispersed on a high resist shield but the resisted damage is turned into heat.

That would only punish high resistance shields, and not huge MJ walls. It would also potentially overheat small ships (with smaller thermal capacities) way more than big ships.
 
Anything to make it work satisfyingly without unfairly boiling everything.

Was only heating up a target while they are still below 100% ever a thing (just bump to 99% regardless of capacity - internal heat doing the balance)? I'd still much prefer it to just be an inhibitor that only forces targets to cease firing/boosting/banking or actively cool/cook themselves.

Not a specific counter that becomes useless against the wrong target.
 
That would only punish high resistance shields, and not huge MJ walls. It would also potentially overheat small ships (with smaller thermal capacities) way more than big ships.

True...

How about the following then as a general thumb across all ships.

Thermal capacity is reduced by the percentage difference of Maximum Shield vs Optimal Shield and then improved by thermal resists.

So having a huge shield with poor thermal resists is worse than having a smaller shield with good thermal resists for your thermal capacity.

100 optimal shield
200 maximum shield
50% thermal resist

We have a +100% maximum shield and then reduce that to +50% with thermal resists and thus reduce our thermal capacity by -50% as a total.
 
Can't really befriend with that thought. What is with hulltanks? Only punishes being evasive. Rewards taking damage intentionally.

IMO the heat caused should consider range, damage of the weapon, PP heat efficiency and silent running as well as curren heat levels plus actual seize of the ship .. or atleast the heat capcity. I find it confusing that a Corvette heats up as fast as a silent scout.
That said, there are many effects that still need some work such as healing beams, feedback cascade, emissive munitions, etc.
There are simply not enough values co0nsidered to allow counterplay instead of counterloadout.
 
...scaled based on the number of MJ left in the shield they just hit?

The thought just popped into my head while I was trying to go to sleep, and it seems like an interesting solution. Generally, larger ships with naturally larger MJs of shielding have larger heat capacities, so ideally heat weapons would be fairly smoothly effective against factory-spec unboosted shields up the various ship classes. With lots of boosters and thus disproportionately large shields for the ship size though (versus base), heat would start to be a major problem.
-helps provide a counter to massive shield walls
-Gets less effective as the fight draws on, since there will be less MJ remaining in the shield
-Has counter-play in the form of turning off your shield boosters if needed, and / or using heat sinks

This wouldn't help much against high resistances, but PAs and ramming are effective against that. If you wanted to make heat be good against EFFECTIVELY large shield (resist too, not just raw MJ), then you could have the heat scale on EFFECTIVE MJ remaining. Am I missing something with this idea? I'm very tired, and this seems suspiciously elegant. What are your thoughts?

This is a pretty brilliant idea, I think. Make sure to post it in the suggestions forum, to make sure FD sees it.

I would consider adding that stacked boosters start to ramp up resting heat levels as well, or give more weapons a base heat-generating component - the idea of more soft counters being better then a few hard counters.

The biggest possible problem I see here is if the new thermal vent might just make it all pointless, but that's just a numbers issue and can be played with.
 
I think any effect should be magnified by boosters really- after all they magnify the protection, they should magnify any weakness as well. Reverb should be the same too.

It would be great to have hulltanks viable, and that you might see players actually switch off shields as a tactical move.
 
Heat weapons were nerfed, abandoned and left to their fate. And IMO, this is the best way to deal with them.

First of all, they were absolutely useless in PVE. Thermal shock not only had no noticeable effect on NPCs, it lowered your effective DPS.

Second, the only effective way to counter it was heat sink spam. You're out of heatsinks = you're toast. And this hasn't changed - sure, we're able to synthesize heatsinks now, but one hit will disrupt the process.

Let heat weapons rest in peace.
 
I think the OP idea is quite good.

What I think would work well overall is having shield boosters taking heat damage in priority i.e :

  • With the OP proposal, if one does not take action, the boosters will start to fry and shutdown.
  • If one is spamming SCB's => boosters get fried, so you trade shield points now! vs lower maximal value later.

As an aside I think the following could be beneficial :

  • Reverb effects damage boosters, then shield generator. => change reverb from all or nothing to something more gradual.
  • Add a boot time to boosters.
  • Change phasing effect to allow to target and damage shield boosters through shields (but nothing else).
 
Lots of "punish stacking" but where's the balancing "punish heat user"?

Not that any of this actually belongs here, because it's largely meaningless against NPC's.

I believe I hear the PVP forum calling this one home.
 
I think heat weapons need to decide whether they are there to punish silent runners by saturating them with heat to force the ships to either open vents or burn through their heatsink reserves, or whether they exist to fry existing hot running ships. The two different things require a very different set of methods as the silent runners are punished by flat heat increases, while the hot runners are fried by multipliers to heat generation or anything that inhibits their ability to vent heat. To be honest, those two things are different enough that they could even be split into two separate effects to do different things.

Ultimately, I feel that heat attacks should never be a weapon in their own right, but instead something that is more of a debuff/disable effect. If they would struggle to simply cook a target on their own, but could instead push a target onto the self-cooking threshold where the choice is on the target as to whether they wish to take thermal damage. Similarly, if they were to apply large amounts of heat to cold targets but provide little help against a hot runner, the responsibility would remain on the target as to whether they wish to open the vents or face heat damage.

The last issue I see for them is that they are effectively an isolated game mechanic that doesn't interact well with most things outside of specifically engineered modules. Heat in general is an underutilised mechanic I feel, it's this really cool thing that is basically shoved into the background unless you go out of your way to work with it. Even something as simple as making a ship's heat vents a core internal that we can replace would help a lot, giving players an actual module that would let them choose a whole set of important aspects for their ship, as different versions could be optimised for visibility, heat flux, heat capacity, cost and weight. Bring heat related mechanics into the core setup that can be interacted with at large would give thermal weapons a whole set of proper mechanics and counters to work with, as well as making Frenotx's work on ship heat capacities much easier.
 
Heat weapons were nerfed, abandoned and left to their fate. And IMO, this is the best way to deal with them.

First of all, they were absolutely useless in PVE. Thermal shock not only had no noticeable effect on NPCs, it lowered your effective DPS.

Second, the only effective way to counter it was heat sink spam. You're out of heatsinks = you're toast. And this hasn't changed - sure, we're able to synthesize heatsinks now, but one hit will disrupt the process.

Let heat weapons rest in peace.
Letting broken things rest in piece(s) isn't really my style. If something doesn't work, I try to figure out how to fix it. That's the point of like, most of my forum interaction.

I think the OP idea is quite good.

What I think would work well overall is having shield boosters taking heat damage in priority i.e :

  • With the OP proposal, if one does not take action, the boosters will start to fry and shutdown.
  • If one is spamming SCB's => boosters get fried, so you trade shield points now! vs lower maximal value later.

As an aside I think the following could be beneficial :

  • Reverb effects damage boosters, then shield generator. => change reverb from all or nothing to something more gradual.
  • Add a boot time to boosters.
  • Change phasing effect to allow to target and damage shield boosters through shields (but nothing else).
Love the ideas. Since boosters are the core of the shield stacking problem, I'd love to see more things that attack them. This would also be a fantastic change for reverb. Gonna post some of this to the suggestions forum later, of you don't mind.

How is it plausible for a weapon to know what it’s hitting and produce varying effects?

Or did I misunderstand OP?
Easy lore explanation: the heat weapons are emitting some particle that excites "shield plasma" and causes it to emit heat. The more shield plasma present, the more heat generated.

Lots of "punish stacking" but where's the balancing "punish heat user"?

Not that any of this actually belongs here, because it's largely meaningless against NPC's.

I believe I hear the PVP forum calling this one home.
In my positional, the heat user is punished by having lower DPS on their weapons (as per the various heat specials), thus being less effective against targets with less shielding. Targets can have less shielding by a) not stacking shields in the first place, b) from taking damage to their shield, and opting to not fill it all the way back up with SCBs, c) powering off some shield boosters to lower how much shield they have.

Since the heat generation only works on shields in this proposal, someone stacking lots of heat weapons is disadvantaged once the shield is smaller or gone. Trading good anti-shield pressure for reduced anti-everything-else

As for NPCs, I see no reason they can't take heat damage. Some NPC builds do include boosters, so heat would be moderately effective there. If FDev made higher-ranked NPCs mirror good player builds it would be useful. It sound like wing assassinating missions will do just that, so FDev is taking steps in that direction.

I think heat weapons need to decide whether they are there to punish silent runners by saturating them with heat to force the ships to either open vents or burn through their heatsink reserves, or whether they exist to fry existing hot running ships. The two different things require a very different set of methods as the silent runners are punished by flat heat increases, while the hot runners are fried by multipliers to heat generation or anything that inhibits their ability to vent heat. To be honest, those two things are different enough that they could even be split into two separate effects to do different things.

Ultimately, I feel that heat attacks should never be a weapon in their own right, but instead something that is more of a debuff/disable effect. If they would struggle to simply cook a target on their own, but could instead push a target onto the self-cooking threshold where the choice is on the target as to whether they wish to take thermal damage. Similarly, if they were to apply large amounts of heat to cold targets but provide little help against a hot runner, the responsibility would remain on the target as to whether they wish to open the vents or face heat damage.

The last issue I see for them is that they are effectively an isolated game mechanic that doesn't interact well with most things outside of specifically engineered modules. Heat in general is an underutilised mechanic I feel, it's this really cool thing that is basically shoved into the background unless you go out of your way to work with it. Even something as simple as making a ship's heat vents a core internal that we can replace would help a lot, giving players an actual module that would let them choose a whole set of important aspects for their ship, as different versions could be optimised for visibility, heat flux, heat capacity, cost and weight. Bring heat related mechanics into the core setup that can be interacted with at large would give thermal weapons a whole set of proper mechanics and counters to work with, as well as making Frenotx's work on ship heat capacities much easier.
This would explicitly be against attacked shields, and have no effect on hull or closer-to-factory-spec shields. Hull tanking / silent running has more than enough counters as-is. As for it being isolated, I'd agree. That's why I suggest having counter play to affect the SOURCE of the heat, not the heat itself. If the heat is a problem, drop a heat sink. If you don't have any heat sinks (or don't want to spare any), power down some boosters to decrease the incoming heat load.
 
Don't mind at all, steal away :)

We need a flurry of super-shields soft counters, not gimmicks like packing 8 reverb torps on a cutter.
 
Don't mind at all, steal away :)

We need a flurry of super-shields soft counters, not gimmicks like packing 8 reverb torps on a cutter.

Agreed. Soft-counters and counter play options make the game interesting. Hard counters and ridged rock-paper-scissors makes the game tedious.
 
This would explicitly be against attacked shields, and have no effect on hull or closer-to-factory-spec shields. Hull tanking / silent running has more than enough counters as-is. As for it being isolated, I'd agree. That's why I suggest having counter play to affect the SOURCE of the heat, not the heat itself. If the heat is a problem, drop a heat sink. If you don't have any heat sinks (or don't want to spare any), power down some boosters to decrease the incoming heat load.

It's an interesting way to look at it, by making them explicitly target shields, but it runs the risk of making them into a niche upgrade that create the feast-or-famine approach to balance. In order to be worth it, they would need to be really good at what they do, which would end up turning combat into a simple coin toss with the loadouts. What I don't want is for them to become a single utility weapon that can negate entire strategies like the feedback cascade weapons. Alternatively, if they weren't balanced as a little utility weapon and were instead the sort of mod where you need significant hardpoints dedicated to them, then it effectively requires an entire specialist build to use properly which means that nobody would end up using them unless they know exactly what their opponent will be using.

I also feel that respeccing thermal shock as an explicitly anti-shield mod would be a waste of the concept of the weapon. I feel that thermal shock should remain a primarily heat attack, not a shield shredder that masquerades as a thermal attack. The concept could work as some kind of "resonance modulation", but I don't think that thermal shock itself should be modified to that degree.

That's why I say that the mod should remain exclusively heat based, whether adding flat heat or multiplying the heat generated. The thing about multiplying heat generated on the target is that it would indirectly counter shield stacking builds anyway, as they tend to have the fiery combination of vast power consumption and overcharged powerplants, while also causing serious problems for SCB spammers, all within using heat itself rather than bringing in an outside multiplier.
 
Can't really befriend with that thought. What is with hulltanks? Only punishes being evasive. Rewards taking damage intentionally.

IMO the heat caused should consider range, damage of the weapon, PP heat efficiency and silent running as well as curren heat levels plus actual seize of the ship .. or atleast the heat capcity. I find it confusing that a Corvette heats up as fast as a silent scout.
That said, there are many effects that still need some work such as healing beams, feedback cascade, emissive munitions, etc.
There are simply not enough values co0nsidered to allow counterplay instead of counterloadout.

Hulltanks would have similar issues.

The more compact and armoured hull the more actual bulkheads that can absorb heat. And absorbing heat means becoming hotter.

As for your comparison to corvette and scout.

Remember that while the scout is smaller the corvette have a larger powerplant and similar power piping through the ship so the equivalent heat output exists which means that silent running punish both equally.

It's only after you turn off silent running that the corvette comes out on top with better heat management.
 
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