PROBLEM:
Right now double heat sinks are confusing and illogical. There are really 3 different kinds of double heat sinks all that go on the same mech. Stock engine, added engine, added outside engine. Each of these has different characteristics that aren't well documented or obvious for a new player.
In addition, double heat sinks disproportionately benefit smaller mechs as they usually don't carry many DHS outside the stock ones provided with the engine. This is one way the game devalues the heavier weight class mechs.
SOLUTION
All double heat sinks mounted on a mech operate the same way:
"Double Heat Sinks provide a percentage efficiency bonus equal to the tonnage of the mech."
Thus, on a 20 ton mech, *ALL* double heat sinks operate at 120% efficiency or 1.2
On an 80 ton mech, all double heat sinks operate at 180% efficiency or 1.8
On a 100 ton mech, all double heat sinks operate at 200% efficiency or 2.0
BENEFIT
This eliminates the confusing mess that is the way double heat sinks operate now.
This gives heavier weight classes a much needed benefit vs. lighter
FLUFF
Why should it work this way? Everyone would agree that 3 critical spaces on a 100 ton chassis is much more physical space than 3 critical spaces on a 25 ton chassis.
Therefore, on larger chassis' double heat sinks are able to use a larger radiating surface. . . not necessarily any more massive, but the greater physical area allows them to dissipate heat more efficiently.
0
Double Hs Fix & Simplification
Started by Death Mallet, Feb 03 2013 08:07 AM
4 replies to this topic
#1
Posted 03 February 2013 - 08:07 AM
#2
Posted 04 February 2013 - 10:55 AM
sry dude, dont like this idea.
Not only because its against canon, not because i like TT sooooo much nobody have the right to change it, more its balanced and this is a point where they had to leave it the way like in TT.
Yes lights benefits more from DHS, but they cant do much with it, you cant bare 9ml in a jenner and run it, even if you had the slots or better in a comando. For big mechs DHS are more a problem with the slots, in small cant put much in because of the tons. The only difference is in light DHS make allways sense in heavies, only most of the time.
they should change it back to 10 stock-heatsinks no matter how big or small the enegine is and DHS back to double, but lower the treshhold to a fix much lower value, to prevent to much damage. (not this bull... with 1.4DHS and more HS means more treshhold)
Not only because its against canon, not because i like TT sooooo much nobody have the right to change it, more its balanced and this is a point where they had to leave it the way like in TT.
Yes lights benefits more from DHS, but they cant do much with it, you cant bare 9ml in a jenner and run it, even if you had the slots or better in a comando. For big mechs DHS are more a problem with the slots, in small cant put much in because of the tons. The only difference is in light DHS make allways sense in heavies, only most of the time.
they should change it back to 10 stock-heatsinks no matter how big or small the enegine is and DHS back to double, but lower the treshhold to a fix much lower value, to prevent to much damage. (not this bull... with 1.4DHS and more HS means more treshhold)
#3
Posted 04 February 2013 - 11:01 AM
Agreed with Antarius, this is just as confusing as the current setup with the secret agenda of balancing DHS towards heavier 'mechs. Doesn't really solve a problem IMO, sorry.
#4
Posted 14 February 2013 - 12:00 PM
This is certainly a "less bad" solution than our current DHS implementation, but still sub-par.
Obviously the real solution is damage/heat/fire rate/ammo consumption/armor/etc from TT values instead of these random numbers that "feel like they work" and such. And the hardpoint system needs to be different, and yadda yadda yadda.
As it is right now, I don't know if they can do this without modifying much code, since the same item would have to have separate values for each tonnage it's applied on. It certainly wouldn't be as simple or easy as you intend.
Obviously the real solution is damage/heat/fire rate/ammo consumption/armor/etc from TT values instead of these random numbers that "feel like they work" and such. And the hardpoint system needs to be different, and yadda yadda yadda.
As it is right now, I don't know if they can do this without modifying much code, since the same item would have to have separate values for each tonnage it's applied on. It certainly wouldn't be as simple or easy as you intend.
Edited by Volume, 14 February 2013 - 12:00 PM.
#5
Posted 16 February 2013 - 09:56 AM
Maybe you shouldn't try running a Stalker with 6 ER PPCs then.
Light mechs run low heat builds, but lack the firepower of high heat build assaults.
You need to make a build that works with the current heat, because obviously, you are doing something wrong if overheating is a problem for you, but is avoided by skilled players.
And seriously? Heavier mechs need boosts over lights? (I understand that the lagshield issues) But heavies can make light mechs "pop." I think you just need to make some better builds.
Light mechs run low heat builds, but lack the firepower of high heat build assaults.
You need to make a build that works with the current heat, because obviously, you are doing something wrong if overheating is a problem for you, but is avoided by skilled players.
And seriously? Heavier mechs need boosts over lights? (I understand that the lagshield issues) But heavies can make light mechs "pop." I think you just need to make some better builds.
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