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Remove Single Heatsinks From The Game


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#861 Nathan Bloodguard

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Posted 27 March 2013 - 08:01 PM

View PostAtheus, on 27 March 2013 - 05:08 PM, said:

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Ok, is it drag racing? cause that formula 1 car is ganna get chewed!

Now, my opinion (after only a few people who feel like posting to only themselves and spout out their opinion over and over again like a skipping record player...) would be to keep heat sinks and reimplement R&R (repair and refit), then having singles would make SOOOOOOOOOOO much sense, as they are cheaper to purchase and repair. We would also see a lot of the XL engines in an assault go away, and everyone having endo/ferro upgrades.

Now before you say the old R&R was broken and should be done away with and never brought back, I think it would be best to make it so your repair bill can never exceed your reward., that way you can play any mech you want to but if you play one with all the works, you wont make money...

Edited by Nathan Bloodguard, 27 March 2013 - 08:03 PM.


#862 Phatel

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Posted 27 March 2013 - 08:22 PM

View PostShumabot, on 26 March 2013 - 09:27 AM, said:

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Considering this argument started when you claimed it had severe heat problems, just like "all cheese builds" it's nice that you're backpedaling so hard.

I argued for a system like 10 pages ago that would make it so that DHS weren't a straight upgrade. I think that the presence of in engine heat sinks is a big issue that needs to be addressed and is probably the core of what makes DHS hard to balance. They're in there because the TT had them, but they don't actually make sense from a gameplay perspective (or a logical one, really).


They make sense because PGI says they do. I'm not sure how you pretend that some portions of this game need to make sense and then others do not but that is kind of a wonky idea. DHS work fine, so do SHS. Wanting free doubles is more about being cheap than any other real arguement. When the OP said...he give everyone DHS! What you should have read was..Hey I don't like spending 1.5mil on my mechs to upgrade HS, can you just give me DHS for free.

#863 Tesunie

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Posted 27 March 2013 - 08:48 PM

(Sorry, quotes don't want to work right now, and I'm not reworking my several hour post.)


Shumabot
In order of ease:

1. Make double heat sinks 1.0 in engine, 2.0 outside, making so that space was actually a meaningful consideration. I haven't done any testing with these numbers, and that could be too onerous to DHS, you run out of space pretty damn fast with dubs. These are spread sheet numbers. PGI could hotfix this with like two hours behind them. This would seriously shift the metagame away from energy boats, which at the moment would be great considering the sheer dominance of the ppc. It would probably hurt non ppc laserboats too badly, but then again those values can be fixed via a hotfix too. These aren't hard to change.End


This one I don't agree with. I think I know where you are going with this. You are trying to make a system for the DHS that doesn't reward people who take it just for the 10 (equal to 20) sinks in the engine. Am I right? I don't mind the thought behind it, and it would solve some of the problems, but however I think it would make the system even more confusing than before.

Personally, I feel this step should be 1.4 for Inner Sphere DHS, even in the engine. This will make the math for it a lot more simple. Larger mechs would barely benefit from DHS if they need a lot of them (Crit space to make up for the roughly 15 cooling from the engine instead of 20). It also would make larger or smaller engine sizes less relevant, as all sinks do the same inside or outside. All it will save is crit space with larger engines. Just my take if that is the problem you are aiming to solve.


Shumabot
2. Alter heat scaling so that capacity across the board is lowered but cooldown is greatly increased. Right now heat management is a joke. It's a system of containment, not of management. Most of the games powerbuilds can kill most of the others before overheating or function in a way that makes heat pointless (poptarts for instance). This is because heat is capacity first and recovery second, if a mech can take 80 heat and it takes 60 heat to kill something then there is no heat control system. If that same mech suddenly only had 40 heat capacity, but his guage emptied twice as fast it would force him to actually space out his shots (part of that alphastrike metagame people keep complaining about). With this change I would make it so that doubles would have twice the capacity but identical cooldown. A DHS mech would be able to fire bigger alphas longer, but wouldn't be able to sustain as well. This would be a much more major overhaul of the system.
End

I don't mind the current heat cap, but if lowered I can see this dropping a lot of the alpha build problems people complain about, and restore more balanced designs made for continual damage, to fill a role, or to poke hard and then wait and cool. Would slow down the matches more, which could be a good thing considering why armor got doubled after all.


Shumabot
I've thought of a few others, but they're mostly just permutations of these two. I honestly don't understand why they ended up with 2.0 1.4 for DHS numbers. Those are idiotic, anyone could see (and many did see) that they would lead to exactly what is happening now. A 1.5 mil tax on new mechs. I actually suspect it's an intentional tax meant to prolong the grind, but if it is it's a terribly thought out one that severely damages new players experiences with the game and punishes casual habituation.

End

I think the best way to resolve this would still be to have SHS increase cooling cap, making them better for a burst of damage but slower cooing, and have DHS have a lower cap but cool twice as fast. This would prevent alpha strikers from benefiting from DHS besides cooling faster even if they risk shut down more, and have SHS be more used for Alpha strikers, but be at more risk of being shut down longer when they do get too hot or shut down.

Personally, I think the payment for upgrades aren't bad, depending upon what might be done for CW and beyond. Right now, the game is incomplete and it, I will agree, doesn't make as much sense as it should besides as the proverbial tax at the moment.


Bishop Steiner
@Tesunie

Would love to, but admit, I have trouble looking atbheatsinks or any feature "on an island" as there are usually many factors at play. SHS are inferior to DHS, and are supposed to be. In the original model, after the introduction of doubles, they basically were the "economy" choice. Since we really don't have an economy per se, and no guarantee to one in CW, that makes them something of an orphan. And no economy model makes sense from an instaplay casual multiplayer perspective.End

I hope its a nice relaxing tropical island!

Joking aside, yeah. SHS in the current state is... out of place. Back when R&R was in, it really had a spot in the game. Now? Not so much. I hope they do something with CW to make SHS worth contemplating over DHS or something. I don't know. But it would be nice to see SHS have some kind of point and purpose, besides to be ridiculed. (Or to slightly increase your heat threshold but have slower cooling. Should test this sometime soon....)


Bishop Steiner
So how to mod them without breaking things further, or nerfing DHS in the process?
Efficiency would be one good model, potentially. I actually think the idea of singles having a better heat cap, while doubles disperse faster, might have merit. Or even the other way around, with doubles just allowing one a higher heat ceiling, but dispersal being the same, meaning that at shutdown a SHS mech would actually cool off and restart a lot faster from max load, but the DHS mrch could push much longer before running into shutdown/override scenarios, essentially. Something along either would actually give each a slightly differing level of viability, making each distinctly more viable for certain loadouts and playstyles.End

I could see that. Doubles having better efficiency though "higher max heat but same cooling" as singles. Still make them very nice. It's not completely true to lore, but it's such an interesting take that it could be explained easily as being more cool running efficient as you can shoot more without needing to stop and cool. But then, what keeps them from replacing SHS again in this system? Why would you take SHS? They would then have a lower heat cap and DHS would probably still have a better efficiency and no real reason to take them... Just what I'm thinking on the subject.


Bishop Steiner
Also the engine HS idea from Shumabot has some merit, though possibly I'd look at it a little differently. I agree its silly tye both take up the same amount of engine space, but different in the mech itself. Maybe whereas you can fit 1 SHS per 25 engine rating, make DHS occupy double the room in the engine, and allow 1 DHS per 50 pts of engine rating?

Then their space hogging WOULD be more consistent and make the space vs weight argument more viable. I also think it would severly curtail boating, because it would hurt the heat hogs, a lot. It might wreck some cannon builds, like the 9M awesome, but it's pretty much unplayable as a sustainable damage build anyhow, currently. But it might also allow all DHS to be used at true 2.0 efficiency, also. Someone with better modeling skills than I would have to confirm that, though.End

I could see this to. Larger sinks need more space, even in the engine. This could be one of the easiest fixes, as you would not need to change SHS for this to work. This would limit the number of max sinks you can place, especially in the heavier designs that have more tonnage than crits. It really would give SHS something to do, while not really taking too much away from the DHS. Would have to see how this would work before I could say too much on it.


Bishop Steiner
But, it would also open up a clear upgrade for clan tech DHS, by allowing them to fit the normal 1 DHS per 25 pts of engine, and their smaller crit footprint, in mech, which would still allow mechs like the Warhawk to be actually viable, instead of AlphaBombs.

What say you? These are just a few ideas based off this proposed, so certainly not saying they are perfect, but options for debate, if that can indeed be accomplished.End

I could see that too. Especially if they don't mix Clan and IS tech. It would still require a lot of balance I suspect, but this idea could also work. Of course, we don't know how the Clans will be implemented, so this is speculation, but good ideas too.


Joseph Mallan

You keep showing some kind of problem that I have 8 hours to post while I work.
End

I also can post while at work, so I tend to be on the forums a lot. It's a nice time passer, isn't it?
Joseph Mallan


If the Game dies you are right you won't have to deal with me, If the game succeeds, I intend to be here at least til Khan Osis's head rolls.

This we agree on. We need to have more content in the game.
End

I think most of us agree with this. CW hopefully will provide a lot of content, but that's speculation and we are really hoping here. I do hope that all this secrecy they are all hush hush about is something really big!


Thirdstar

That's not the point though. The stated intent of the contest was to build a Trial mech yes? What's the primary purpose of that? To teach newbies how to play.

Now no one can argue in good faith that the Dragon is a newbie friendly mech. It just isn't. Contest fails because Devs allow the Goons (and their pet Dev) to run rampant.End

I have to agree that the Dragon is not the easiest mech to learn to pilot, but the winning Dragon Trial I thought was well made. I voted for the Cataphrat as I felt it was a better training mech, but the Dragon was very nice too.

I don't think the Dragon won because of the Goons or a "pet Dev". I think it won because it had DHS, and XL engine, and a lot of other people have used that Dragon before who voted for it. I'm sure other people voted because they felt it was cool, nice to see a Dragon as a trial, or an easy kill in their opinion.

Some good points where made in this thread about the Dragon as a Trial mech, so I wont restate those same opinions. But, at the same time, I agree with you. As a training mech, I think there was better choices on the board.


Wintersdark
I'd definitely like to see something changed, because IMHO SHS's as they exist hurt new players but add little else to the game.

Yes, you can be successful with SHS, but this is not like discussing whether or not you should use a given type of weapon or not (as one can frequently see in, say, pulse vs. regular lasers). SHS and DHS lead to the same gameplay, but one lets you fire your weapons more often. In the present game implementation, DHS is simply better.

Lasers? Well, regular may be better overall, but at least Pulse lasers can bring a different style of play in - faster beam duration allows quicker turning after firing, easier to put all the damage in one spot, whatever - I don't want to start a debate about that.

DHS are nothing but a flat out numerical upgrade unless you've running more than 30 SHS, which is roughly where it's actually beneficial to use them. And that's not exactly common.End

Even when you use SHS in such quantities, you still even get ridiculed and told it can be done better. But, for the most part, agreed. There should be some reason, some give, for taking DHS. As it stands now, why not change over to this very rare tech? It's only in for the sake of game play, which I can agree with. But, I still feel things could be changed to make DHS be better, but not completely remove/replace SHS at the same time.



Wintersdark
So, given that... You don't want to nerf DHS, because that's a major change to how combat works. So, you pretty much must buff SHS, if you want them to be a choice rather than just "low level gear" and DHS's being a cash-sink upgrade.

Buffing SHS has the lovely side effect that it makes trial mechs suck less, which makes the new player experience better.

So.. yeah, that's really the only option. Buff SHS, or accept they are just there to allow DHS to be a cash sink.End

DHS should be better than SHS in some way. SHS could still have a mechanic to make them have a reason to be taken though, so it's a choice, but at the same time worth the upgrade cost to change them.

Then again, CW could make a reason (R&R or something akin to that) to field SHS instead of DHS. We don't know, and are really beta testing the play mechanics right now, and not the full game yet. I feel changing how SHS work slightly would help trials and new players, and leave it as an option (depending upon how it works if changed) for veteran players still over the DHS. I think we want them to have a nitch. Something to make them worth taking beside "lore". Though, I'm all for keeping things as close to lore as possible, I don't mind some small chances to improve game play mechanics at the same time.


Any other reasons for proposed changes? What bonuses or penalties do you think would happen if someone else's ideas where made into being for the changes (instead of your own)? Any other thoughts on how things could be changed to improve the system, without breaking too far out of the mold? I'd suggest coming close to lore, but if you are determined to break lore, why do you think it would be worth breaking from lore, and what would you do?

I think we are starting to get progress.



(Sorry. Wouldn't let me post this as quote openings didn't match quote closings, even though they did.)

#864 Atheus

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Posted 27 March 2013 - 08:57 PM

View PostPhatel, on 27 March 2013 - 08:22 PM, said:


They make sense because PGI says they do. I'm not sure how you pretend that some portions of this game need to make sense and then others do not but that is kind of a wonky idea. DHS work fine, so do SHS. Wanting free doubles is more about being cheap than any other real arguement. When the OP said...he give everyone DHS! What you should have read was..Hey I don't like spending 1.5mil on my mechs to upgrade HS, can you just give me DHS for free.

Thanks for yet another ignorant, simplistic response trying to re-characterize what people have said to things much easier to marginalize. Read just a few of the OP's posts then come back when you have a clue what the discussion is actually about. I'll give you a starter clue - the OP has an abundance of C-Bills. He is not suffering financial difficulties in MWO. Perhaps there is a different reason for bringing it up?

#865 Tesunie

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Posted 27 March 2013 - 09:20 PM

First off, sorry about the long post with messed up Quotes. It looks bad and long. So sorry!

View PostAtheus, on 27 March 2013 - 05:51 PM, said:

I didn't really read your post, but while scanning the thread I noticed you still don't know how DHS work. I don't know if anyone bothered to tell you yet, but DHS add 2.0 per engine heat sink and 1.4 per external heat sink to both heat dissipation per 10 and also to heat capacity, so there is presently no "heat capacity" advantage to SHS as you imagined. You can stop fussing over that detail.


I know how DHS works for heat dissipation, however I have very little information on how any heat sink increases the heat cap and have not tested it out either. From my sources I found on the officially recognized wiki: http://mwowiki.org/w...ouble_Heat_Sink http://mwowiki.org/w...ingle_Heat_Sink
The official wiki (which could be off, I know) says that they increase the heat cap per extra heat sink. I didn't read anywhere how much per heat sink and if double increased this cap more than a single would. So, I'm proposing that, if each sink type increases the cap by the same amount per sink, then SHS would give you a higher threshold. If SHS give you +1 heat cap, and double gave you +1.4 heat cap, then SHS have no benifit other than to be a crit buffer and be cheaper. (key word is cheaper for people like me... who doesn't always have the C-bills to upgrade right away.)

As I stated in the skimmed post, we are beta testers. Test it out. What do you find? Can you shoot longer (even by a little bit) with an equal cooling level (you will need more SHS to match the same cooling abilities of DHS) before you overheat? Bring very high heat weapons. A set of PPCs probably would be best for this. 34 SHS to 30 DHS (if my math is correct) would probably be a good starting point. Same cooling, but I don't know if the 4 extra singles would really show the difference well. Can you even squeeze 10 DHS (non engine) into a mech with weapons? Hum... I might have to look into that sometime when I get the chance...
Anyway, the idea is to Alpha till you shut down. Find out how many alphas you can preform before you shut down with DHS. Not how fast it cools, but how many shots. Then try this with SHS. Can you squeeze one more shot before overheating? Does the cooling counteract things too fast for our tests? Is there a higher heat cap? (Hint: Training grounds would be prime for this.)

I could be right, I could be wrong. As far as I can read, it increases it per sink. The wiki isn't clear if SHS and DHS raise the cap per sink at the same rate. If it does, then if you have 10 SHS and 10 DHS, you should have the same heat threshold. If DHS increase it more, then the 10 DHS would have better threshold with better cooling. On the flip side, if they are the same, then 30 SHS (30 cooling) doing the same work as, say, 17 (29.8 cooling) (presuming 10 sinks in engine for each, with 2.0 cooling for the DHS), then you would have a much higher cap for the SHS, and a lower cap for the DHS.

To further the math (if it is per sink and the same value), then at a base of 30 threshold, a SHS mech would have a threshold of 60 heat before shutting down (I'm sure it isn't a +1 to it per sink, but I'm just throwing numbers here), where as a DHS (cooling much faster though) would have a threshold of 47. That could be an extra alpha, or an alpha with larger weapons not shutting you down.

Testing, this could use.

So wish I had more information here. It would be so helpful...

#866 Bishop Steiner

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Posted 27 March 2013 - 09:23 PM

Anger leads to hate.

Hate, leads to..... Pay2win.. Er, the Dark Side!

Seriously, the posts that are just angry people being angry, sure aren't accomplishing anything, be it people simplifying things alot those letting them provoke them. There are some good ideas on here, IF people can see past their own egos and ttitudes to acknowledge them.

@Tesunie

On the one with DHS having double the heat cap, I was trying to imply they would still react according to the SHS scale, for restarts and such. Though how exactly that would work, or if, I haven't had a chance to play with. Because obviously one would have to adjust the ammo explosion threahholds and stuff for DHS to work. Loosely what I was envisioning for better or worse, was doubling the "results" thresholds, while maintaining the restart side, so essentially while one could push a mech alot further before Shutdown, one would take a good chunk longer to cool off tob"safe" parameters once one did shutdown.

So each would have merit for different styles, potentially, with DPS warriors favoring doubles for the extra endurance, Alphawarriors might favor singles for much faster restart periods. Also, since one is potentially holding much higher heat, one would think failure might be more catastrophic when it occurred with doubles.

Dunno if I'm explaining it worth a darn, I usually do my best design work when I am bouncing ideas back and forth with ablnother person.

#867 Thirdstar

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Posted 27 March 2013 - 09:38 PM

View PostBishop Steiner, on 27 March 2013 - 09:23 PM, said:

There are some good ideas on here, IF people can see past their own egos and ttitudes to acknowledge them.


And that's what these forums have become. No one actually cares about the content of the posts, they care more about the poster and what 'camp' they are in.

We're a community that is divided along so many fractured lines that I'm starting to see why perhaps the Devs don't want to listen to ANY of us.

#868 Merky Merc

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Posted 27 March 2013 - 09:41 PM

I do not know why this thread has continued on so long. DHS are in game to serve as a money/time sink, which makes sense in a F2P game. However, I do not believe that any trial mech should have SHS given their latent inferiority in comparison to DHS. Apparently the DEVs have also realized this, and I hope that the custom trial heavies are a sign of things to come in regards to creating capable mech variants for new users to be able to jump into and perform capably.

#869 Thirdstar

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Posted 27 March 2013 - 09:43 PM

View PostMerky Merc, on 27 March 2013 - 09:41 PM, said:

I do not know why this thread has continued on so long. DHS are in game to serve as a money/time sink, which makes sense in a F2P game. However, I do not believe that any trial mech should have SHS given their latent inferiority in comparison to DHS. Apparently the DEVs have also realized this, and I hope that the custom trial heavies are a sign of things to come in regards to creating capable mech variants for new users to be able to jump into and perform capably.


The Trials system itself is flawed. Part of the draw to MW is the customization which new and casual players aren't going to get to see without having their poorly balanced trials shot out from under them repeatedly. How many of them simply stop playing at the point? If what Devs says is true then it's quite a lot of players.

#870 Merky Merc

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Posted 27 March 2013 - 09:46 PM

View PostThirdstar, on 27 March 2013 - 09:43 PM, said:


The Trials system itself is flawed. Part of the draw to MW is the customization which new and casual players aren't going to get to see without having their poorly balanced trials shot out from under them repeatedly. How many of them simply stop playing at the point? If what Devs says is true then it's quite a lot of players.


This is most certainly true, and at least for me a reason that my roommates refuse to play the game. But the solution for that is different from the argument at hand I think, which is that SHS remain in game as a time and CBill sink. Hero mechs should most certainly come with only DHS, trial mechs should have DHS, for the rest a player should realize they will need to grind our the 1.5mil for DHS or suffer.

#871 Tesunie

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Posted 27 March 2013 - 09:50 PM

View PostBishop Steiner, on 27 March 2013 - 09:23 PM, said:

Anger leads to hate.

Hate, leads to..... Pay2win.. Er, the Dark Side!

Seriously, the posts that are just angry people being angry, sure aren't accomplishing anything, be it people simplifying things alot those letting them provoke them. There are some good ideas on here, IF people can see past their own egos and ttitudes to acknowledge them.

@Tesunie

On the one with DHS having double the heat cap, I was trying to imply they would still react according to the SHS scale, for restarts and such. Though how exactly that would work, or if, I haven't had a chance to play with. Because obviously one would have to adjust the ammo explosion threahholds and stuff for DHS to work. Loosely what I was envisioning for better or worse, was doubling the "results" thresholds, while maintaining the restart side, so essentially while one could push a mech alot further before Shutdown, one would take a good chunk longer to cool off tob"safe" parameters once one did shutdown.

So each would have merit for different styles, potentially, with DPS warriors favoring doubles for the extra endurance, Alphawarriors might favor singles for much faster restart periods. Also, since one is potentially holding much higher heat, one would think failure might be more catastrophic when it occurred with doubles.

Dunno if I'm explaining it worth a darn, I usually do my best design work when I am bouncing ideas back and forth with ablnother person.


I can see what you mean, but the thing I see (if I'm getting you right) is that it would cool just as fast as singles. Right? That means, if you shut down by going to 101% heat, you take the same time to remove that heat and restart once you drop below 100% danger. You'd be (as far as I can figure our think) shut down for the same amount of time, but able to go longer before you need to cool off, which to cool off completely again would take twice as long to go back to fully cool with DHS compared to SHS. This would give an advantage to DHS, but I think SHS would still end up going to the wayside. If I can fire my 4 PPC alpha 6 times before needing to cool, instead of 3 times and needing to cool, which would you choose? I'd choose the 6 times alpha, as if I need to shoot a lot, I'll need the extra time to shoot before cooling. Even if it takes twice as long to cool back down.

Correct me if any of my points are off, but that is just how I'm seeing it in my head. Of course, you probably wouldn't be able to fit as many DHS as you could SHS for crit space, so your actual cooling might be lower with a slightly higher cap? Or it will be done on mechs that already work with only the 10 engine sinks, making it double the cap for no real cost...

This idea might need either more explanation, or a figurative loadout to "test" on paper and see if it really would be something worth it. Do you want cooling? Or do you want a higher cap? I think more explaination is needed, or a possible example with equivilant weight in sinks with a crit to sink study.

#872 Bishop Steiner

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Posted 27 March 2013 - 10:14 PM

Eh, not exactly.

Leys use the TT scale just for simplicity.

In this example, the SHS mech could produce up to 30pts waste heat before automatic shutdown.
The DHS mech would be able to push up to 60 waste heat before shutdown, with I'll effects also starting much later.

But.... They both gent heat at the same rate, and the safe restart parameter is under 30pts waste heat, so restart once shutdown could take considerably longer. And since one has so much more waste heat, attempts to override would have potentially greater chance of catastrophic failure like ammo explosion, if one keeps overriding shutdown.

Hence a mech that was based around dps, like a Dakkaphract, would likely run DHS, since it allows him to dakka nonstop longer, and hopefully be done before he shuts down, and can vent.

An Alpha build might actually be better served with singles, because while the initial threshold is lower, the shutdown/restart period is considerably shorter, and the results of a failure much less likely to destroy the mech, if one keeps hitting override. One might get a nbinitial alpha or two less, which would actually be good for game balance, but over the course of a battle probably actually get off a similar amount as they could with dhs, but be shutdown and helpless for a lot less time.

#873 Sifright

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Posted 27 March 2013 - 11:19 PM

View PostPhatel, on 27 March 2013 - 08:22 PM, said:


They make sense because PGI says they do. I'm not sure how you pretend that some portions of this game need to make sense and then others do not but that is kind of a wonky idea. DHS work fine, so do SHS. Wanting free doubles is more about being cheap than any other real arguement. When the OP said...he give everyone DHS! What you should have read was..Hey I don't like spending 1.5mil on my mechs to upgrade HS, can you just give me DHS for free.


Ahh the pgi infallibility excuse.

I take it you are catholic and an avid supporter of the pope because in the rest of the world we get to criticize things that are plain stupid.

#874 Toong

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Posted 27 March 2013 - 11:31 PM

This is a terrible idea. Some builds need single heat sinks. There's nothing wrong with the current mechanics.

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Posted 27 March 2013 - 11:45 PM

View PostToong, on 27 March 2013 - 11:31 PM, said:

Some builds need single heat sinks.


Is it a joke light mech with a small engine?

No?

Then no, no builds benefit from single heatsinks.

Feel free to share one if you feel otherwise: http://mwo.smurfy-net.de/mechlab

#876 QuantumButler

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Posted 27 March 2013 - 11:46 PM

View PostProtection, on 27 March 2013 - 11:45 PM, said:


Is it a joke light mech with a small engine?

No?

Then no, no builds benefit from single heatsinks.

Feel free to share one if you feel otherwise: http://mwo.smurfy-net.de/mechlab


He probably means the useless, overheating trash heaps called stock mech builds.

#877 Thirdstar

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Posted 27 March 2013 - 11:49 PM

View PostToong, on 27 March 2013 - 11:31 PM, said:

There's nothing wrong with the current mechanics.


*sigh*

#878 QuantumButler

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Posted 28 March 2013 - 12:26 AM

View PostToong, on 27 March 2013 - 11:31 PM, said:

This is a terrible idea. Some builds need single heat sinks. There's nothing wrong with the current mechanics.


Hah, hahahahahahahahahahahaha, hahahahahaha, hahaha, hahah, hahahaha, hah.

Good joke but no.

#879 Sifright

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Posted 28 March 2013 - 12:32 AM

View PostQuantumButler, on 28 March 2013 - 12:26 AM, said:

Hah, hahahahahahahahahahahaha, hahahahahaha, hahaha, hahah, hahahaha, hah.

Good joke but no.


That was my exact response as well <_<

It's amazing how terribly ignorant people are about the game mechanics when they argue about it. ;)

#880 qki

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Posted 28 March 2013 - 12:34 AM

geez people - leave you alone for one day, and the whole plac has gone to hell.

1st - single heatsinks are here to stay. Because they are part of the 25+ year lore. Because stock variants use them, and the game is built around stock variants for the purpose of hardpoint determination. Because the trollmando cannot be built without singles, and because it gives people a feeling of progression when they upgrade.


Second - there seems to be a huge gap between you, and reality. Basically, the whole argument is like this:

US: we don't need DHS on everything - we can get a ton of kills in our mechs with SHS, and DHS are just a redundant, and irrelevant upgerade.
YOU: your terribad designs are not optimised.

For reference, here's my unoptimised, single heatsink erribad design:
Posted Image



Where is your God now?

How about this:
http://mwo.smurfy-ne...7ff81a04d35bcf3

Here's my phract. Feel free to "optimise" this terribad design with double heatsinks (there is one external, and 2 slots left, so it's not rocket science). The big question is: why? What do I need double heatsinks on this mech for? I never once got a heat warning in it, let alone shut down. Under a full barrage, an atlas will fal before i get to 60% heat.


What you stubbornly refuse to accept, is the fact that not all mechs absolutely must have double heatsinks.

Sure - they are an upgrade, and given the funds, people should upgrade, because why the hell not. But SHS are not the heat death traps you make them out to be. It is possible to make a good design without resorting to DHS (because even though you insist on calling them terribad, and basking in the glory of your "optimal builds", those are good designs. They get results, and results are all that matters).

MWO is a team game. You know that hypothetical duel, between two equally skilled pilots in identical mechs, only one of them has double heatsinks? The outcome will likely not be the DHS version winning. The outcome will most often be decided by one of those pilots' friends showing up in a third mech, and together, they'll shred the other one - optimised or not.

Accept the simple fact, that it is possible to be a very successful mechwarrior without using DHS. That said - people who don't yet have that 1.5 mil to upgrade, are not "hopeless cases" - they can be just as deadly, as people with DHS. And that's all there is to it.


TL;DR version:

Double heatsinks are better than single heatsinks
Most mechs work better with DHS
On some mechs, the upgrade is irrelevant (although it's still an upgrade)
Upgrading to DHS is NOT an absolute must or else you should forget about ever being competetive.
Single heatsinks are not the deathtraps you make them out to be.





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