zraven7, on 15 May 2013 - 11:27 AM, said:
My sanity? Nice. Differing opinion a belief makes me insane now. Good to know.
I'm looking through source material on a product that has changed hands multiple times and been sued by multiple parties, and that primarily existed before everything was plastered online. If you can find concrete evidence that torso-mounted weapons did not have dynamic convergence, please, post it.
There is the other point that we are talking about a video game based on a pen-and-paper RPG. In any of these, the understood golden rule was that, in the event of a rules discrepancy of any sort, final say went to the GM. Currently, guess who the GM is?
There are 3 possibilities. The first is that torso mounted weapons had some kind of actuators, and therefore, dynamic convergence. This is the most likely, considering the thousand-some-odd years of technological advancement they have over us currently, and the inherent lack of practicality innate in a weapon mounted 2 to 3 stories above the ground that can only fire directly forward.
The second is that they were, in fact, hard-mounted in a fixed position, and that the GM (PGI) made a judgement call, using said golden rule, and decided upon dynamic convergence of torso mounted weapons.
The third possibility is that they were not able to find sufficient information to point to either conclusion, and went with the logical answer, dynamic convergence of torso mounted weapons.
I am frankly uninspired to search for further evidence, since you'll just discount anything you deem unworthy.
Point stands, and my contribution to this thread is, there is nothing wrong with a larger mech being able to one-shot a light mech.
The biggest indicator that there are actuators at least to me is the fact that torso mounted weapons can clearly shoot infantry and other anti-mech units. That would be kinda hard if it didn't unless mechs comically bent downward to shoot a lone dude with a RPG.
But back on topic, I've been giving this a lot of thought about how to fix the heat issues. Certain people say go back to the heat cap, but that won't work because even 3 PPCs will knock you over instantly, and there were plenty of heat efficient Awesomes in TT.
My suggestion would be to have heat dissipate some amount a second, and all heat is applied instantly. However, it takes one second for the mech to power down or begin taking damage from an override, to give builds that should be able to bleed it off time to do so.
This way, a hypothetical 20 DHS awesome with 3 PPCs will go to currently to 33 heat upon firing, which would normally shut it down, but with 3.4 dissipation a second (at current .1 for singles, .2 for engine and .14 for outside doubles, and I'm pretty sure those numbers are correct), would drop to 29.6 before the shutdown.
Though with ambient temperatures and movement based heat, I would really up the heat dissipation to somewhere around double current values, so that in three seconds the awesome nearly bleeds off all the excess heat (20.4) before he can fire again.
With current heat values and the hypothetical heat dissipation, a 6 ER PPC stalker would go to 66 heat, with 18 doubles bleed off 6.24 heat in the second, is still at double heat cap, shuts down (I would prefer explode violently with NOOOOOBBBB blaring sounds), and takes another 5 seconds to go below heat cap and return to battle.
With the 6 laser Jenner, goes to 24 heat on firing, bleeds off 4 a second, and in the three second cooldown reduces his heat levels by half.
Hmm...then the second shot causes it to overheat (12 + 24 = 36 - 4 = 32).
Reducing medium laser heat back to 3 goes to 18, which allows the 6 laser Jenner to be pretty heat efficient but not perfectly.
Edited by Hammertrial, 15 May 2013 - 12:15 PM.