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Of Heatsinks, Fall Damage And Jumpjets...


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#1 Skyfaller

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Posted 24 April 2013 - 06:22 AM

Heatsinks:

Currently there is zero reason not to have DHS. Single heatsinks have no benefits over DHS whatsoever.

I would suggest the heatsinks be changed so that there is a pro and a con to using each type.


Single Heatsink:

Pro:
Higher heat capacity.
Can be used in legs.
1 crit slot.

Con:
Slower cooling.


Double Heatsink:

Pro:
Increased cooling

Con:
Consumes 3 crit slots.
Lower heat capacity due to being able to equip less.


How to do this? Simple!

If an SHS now has 1 heat capacity 1 cooling (to use simple numbers) and DHS has 1 heat capacity and 1.4 cooling then change them to:

SHS: 2x heat capacity, 1x cooling
DHS: 1x heat capacity, 2x cooling

This would make the SHS attractive to mechs that benefit from unloading upfront damage and have the time to cool down (long range support mechs) whereas the DHS would be the choice of medium to close range combat mechs that require sustained firing capability.


Fall Damage:

There is something wrong with the fall damage calculation. It seems to be calculated based on the mech's height and distance it falls. This is odd because a spider falls from cliff X (lets say, 20m height) with no jet use it takes leg damage. On the other hand, a stalker falls from the same cliff and takes no damage. The same height yet one takes damage and not the other. Is the fall damage calculation based on 'mech size multiplied/divided by height' to determine if there is fall damage?

In any case, its weird and its wrong. fall damage should be the same regardless of mech size.

Furthermore, mechs with jumpjets should have an increased threshold. Are their legs not designed to resist the shock of jet jumping and landing?

JJ mechs should have at least twice the fall damage threshold than non-JJ mechs.

Jumpjets:

Jumpjets should be changed to operate in two modes: 'Tap' and 'Sustained Thrust' mode.

Tap: The first 2 seconds after the jumpjet is activated. This time period has the jet providing four times the thrust it normally does. It essentially is to get the mech off the ground and up into the air quickly.

Sustained thrust: After those 2 seconds the jet switches to normal thrust. This thrust is to allow the mech to 'glide' down thus providing jump distance and cushioning.

The game has something similar to this already except the 'tap' phase is giving a very weak thrust. You have to burn nearly half your fuel to jump over a medium sized building (even in a 12 jet spider 5V) and thats just silly.

The changes Id like made are as follows:

'Tap' : 4x current thrust for first 2 seconds. consumes 5% fuel and generates 10% heat instantly. Propels mech UP and FORWARD. This tap mode can be used in mid-air (tap-release-tap) to change flight vector albeit weakly (its the mech's forward ground speed that gives it the bulk of its forward jump speed). A tap in midair would shift the flight vector enough so the mech changes vector to fly diagonal to its original vector ...aka no flying in circles in mid-air tapping like crazy. (you cant anyway as the 10% heat per tap would hurt you).

Sustained: Consumes X% of fuel per second. The more jets the LESS FUEL is consumed and the longer the time on air. Does not generate heat but it does significantly reduce mech heat from cooling.

This new 'tap' mode also is a bane for jump snipers due to the generated 10% heat and the fact that they WILL take leg damage on the fall (since they are not using sustained thrust to cushion otherwise they'd stay hovering above cover for too long)....and if they tap again before landing thats an extra 10% heat for the trouble. Poptarting solved.





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