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The Heat Issue And Our Overheat Threshold


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#1 Unbound Inferno

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Posted 19 July 2013 - 09:52 AM

PGi got it wrong. They had the right idea, but they got it wrong.

The turn in Battletech occurs this way; a weapon is fired, heat is dissipated and excess heat is marked on the 30-heat tab.

At that point the excess heat, the mech is already overheating.

But they weren't too far off on the Heat Sink + 30 for the threshold idea, but screwed up royally on the heat dissipation and cost for weapon recharges.

In truth, your mech's heat capacity is the volume of Heat Sinks, and their Dissipation rate is over one turn, then a form of excess tracking for 30 extra points that is where you are overheating already. Its what we have, but it needs clarification.

This can be done mainly by identifying the Heat Scale having two levels, the Heat Sink Capacity, then the 30 Overheat Threshold.

Fixing the heat sink system and dissipation helps a ton too.
One Heat Sink gives 1 capacity and 1 dissipation over the established turn time.
Double Heat Sinks give 2 capacity and 2 dissipation over that established time.

EDITED: Alternatively in order not to overpower DHS, but keep its dissipation rate the amount it affects the threshold could be reduced. In a weird way, keeping that 1.4 threshold on DHS, or lowering it to remain even with SHS evens out the playing field by having builds still suffer similar penalties even though DHS can handle it better. Or even go the extreme and say the DHS has only 0.5 threshold but double dissipation as a part of its cost.

If you go over your capacity, you begin to overheat with increasing penalties.
More later on this fun part.

It can be tracked on the current heat bar simply by marking that the lower part is the Capacity and that the upper is the Overheat level.

That is as it should be.actually, two tracked systems the (Heat Sinks) and the (Threshold)
So PGI had the right idea, implemented something wrong, and I'm pointing at a skewered heat dissipation rate compared to weapon heat costs and recharge times.

But part of it in this game is the generation of heat against the Heat Sinks for what needs dissipating, which is why we have that (Heat Sink + Threshold) number. As PGI tweaked the game they made several critical flaws that aggravated the issue and never got around to fixing them.

We have higher heat threshold because of this - and crappy dissipation - with not much of a penalty system.
Weapons and Dissipation I think were originally built around a 10 second turn - but we have weapons recharging in less time but still the same heat. That flaw is causing a fundamental error in the heat management in the system where we all suffer increasing penalties to how it works because it can't dissipate heat correctly. That needs balancing out.

To balance before you all come QQing about how you don't like me being right - its simply scale the heat numbers. For all intents and purposes we can have a PPC deal 10 damage with a recharge at 4 seconds with 8 heat, but the system must dissipate 10 heat in 5 seconds with the equivalent of 10 heat sinks. Double Heat Sinks needs to work at 2, inside or outside the engine But we don't have that, as the heat dissipation is around 10 seconds still.

That is painfully evident as my 2x ERPPC K2 can't maintain its heat levels with 20 tons of Double Heat Sinks. Part of it is that my threshold and dissipation is skewered when they somehow decided external double heat sinks worked only at 1.4 instead of 2 over that 10 seconds. Where did that come from?
I have 12 internal DHS in that massive engine I sport for 24 capacity, 8 external adding 11.2 capacity + 30 threshold. A massive 65.2 for the 2x ERPPC that generates only 22 heat with 4 second recharge. However It doesn't dissipate enough as its 35.2 over 10 seconds. I only dissipate 14.08 over the ERPPC 4 second recharge before I fire again. That is wrong as I should clearly be able to fire in excess without restriction with that build.

Should it take much to fix it? No, as its simple in-game numbers. Does it change much? Not really, however the core of the heat issue is the dissipation rate not matching what it should be. Will it become a problem by fixing it? Not likely, as it benefits all who uses it - unfortunately that means boaters as well as everyone else, but everyone else won't have some issues that plague them as it happens now.

Really, I only see boaters suffering trying to abuse the system, and this helps open up flaws that can be exploited by more efficient builds. As it is now and efficient build can't compete with boaters due to the dissipation telling them they can't deal enough damage.


Although there may be a way to have the system operate with better inherit penalties to punish some cheese builds and reward good designs.


In Battletech, overheating gave you 3 distinct penalties with several chances for shutdown before a critical level.
First was Movement at 5, 10, 15, 20 and 25 heat
Second is an aim penalty that increases from 8, 13, 17, 24
Third is ammo explosion risk at 19, 23 or 28
The shutdown was in stages from 14,18,22, 26 and unavoidable at 30.

There are better ways to do this. Although Ammo explosions may be out, we can still do internal damage.
Just to clarify, these penalties are the base Heat Sink Capacity + that into the Overheat

First penalty of Movement
At 5 overheat or 16% of overheat threshold you begin to slow down. I'd say something like 1% of heat is 1% of max throttle.

Second is accuracy
We can use the JJ shake starting at 8 or 26% of overheat threshold and have it increase as we get hotter. I might say how the JJ shake looks now might be at 50% heat and have it worse later.

Third is that damage incurred
Since the heat system ought o be with higher dissipation, the incurred damage should be sooner. At 19 or 63% of overheat threshold you begin to suffer internal damage. I would say have it so if by chance you heat up to around 150% (45) excess heat you would kill your own engine from it, to discourage and keep pilots from doing or repeating it.

The Override mechanism
I would rework it, a fun idea late at night came to me and I'll lay it out here: you will have shutdown warnings as your heat rises, and have a set amount of time to override it or your mech shuts down. It will automatically restart if the heat drops to a certain level, or you could force a powerup sequence by the time its at another..
The first is at 14 or 46% of overheat threshold you have a brief 3 second chance to override
The second is at 18 or 60% of overheat threshold gives just 1.5 seconds to override.
The third is at 22 or 73% of overheat threshold grants only 1 second to override to keep working
The fourth is at 26 or 86% of overheat threshold with a fleeting 0.5 second response time.
The final is at 30 or 100% of overheat threshold where shutdown is unavoidable, and the mech turns off.
You can generate heat higher than that but be wary of the internal damage that could kill you.
If you generate enough excess heat to push to another tier it will use the highest tier response for the override time.
If the heat dissipated below the warning, it shuts off the warning - but may use the longer time of the next one down if that's where it is at depending on the build. If it cools off fast enough under the 14 or 46% overheat threshold it doesn't shut down, just is warning you as you get hotter.
You can force a powerup sequence below 22 or 73% of overheat threshold if you are shut down, otherwise once you drop down below 14 or 46% of overheat threshold the engine will restart itself.

With dissipation corrected properly, the shutdown system and other penalties pan out easier. Good builds work just fine while certain boaters suffer.

The only really key exception so far is the 4x PPC Stalker, with even 17 DHS. Its capacity of 32 easily handles the 32 generated heat. However with the dissipation at 5 seconds now, it will gradually build heat - the 20-21 DHS build would then easily handle it.

The 6x PPC stalker is another story. The build I see with the 4N, XL265 and 16 DHS is bad as its generated 48 heat becomes an issue with capacity of only 32. placing around 16 heat on the overheat threshold and its at its first shutdown warning, reticle is shaking and its even slower. The second alphastrike should kill it, as it only was able to dissipate 25.6 heat in 4 seconds, the additional 48 heat shoved it up to 57 total. Well beyond 150% heat and in theory the internal damage fries the engine before it cools off below the damage received point of 19 or 63% overheat threshold.

Its weird as it should be viable for one-time shot, but it can't sustain it, making the use a possibility in a weird way.


This revelation I guess doesn't help the current meta, but it would alleviate a ton of stress for the majority of players.

EDIT:

If the Double Heat Sink is adjusted differently, say 1 Capacity but has that 2 Dissipation rate it would start to affect the PPC game and serve to discourage it.

A 4x PPC build with 21 DHS has only 21 Capacity - one alphastrike generates 19 on the Overheat, leading to a shutdown warning, significant reduction in speed (~47%) and slight internal damage - if fired still. If Moving the damage and speed is worse off.

It also means ERPPC is inadvisable to use more than two at a time as 3 generates 45 and potentially puts you worse than the 4x PPC. 4x ERPPC is near death on one shot by the internal damage, shuts down with no control over it and needs to wait a few seconds to do anything about powering back up. The second volley of 4x ERPPC (or 6x PPC) kills the mech through internal damage frying the engine.

All assuming PPC heat back up to 10 and ERPPC heat to 15 along with those penalties suggested.

Edited by Unbound Inferno, 25 July 2013 - 08:33 AM.


#2 Unbound Inferno

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Posted 19 July 2013 - 10:45 AM

Added a poll, cause we all like polls and I'm curious.

#3 hammerreborn

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Posted 19 July 2013 - 10:55 AM

A K2 should be heat neutral if you fire every 10s...which is what you would expect in table top. But don't let facts get in the way of an argument.

Also with the cool run perk (it's 10% at elite isn't it?) DHS in engine = 11 doubles in TT, mechs are actually more heat efficient until you have 5 exterior DHS (29.71 vs 30 in TT), which is still 99% efficient compared to TT.

That being said *cue rent is too high party*.

HEAT CAP IS TOO DAMN HIGH

Edited by hammerreborn, 19 July 2013 - 10:56 AM.


#4 Unbound Inferno

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Posted 19 July 2013 - 10:57 AM

View Posthammerreborn, on 19 July 2013 - 10:55 AM, said:

A K2 should be heat neutral if you fire every 10s...which is what you would expect in table top. But don't let facts get in the way of an argument.

Also with the cool run perk (it's 10% at elite isn't it?) DHS in engine = 11 doubles in TT, mechs are actually more heat efficient until you have 5 exterior DHS (29.71 vs 30 in TT), which is still 99% efficient compared to TT.

No, its fine and actually substantiates my argument since recharge has been increased the dissipation was not and it should have.

Essentially PGI agreed that 10 seconds was too slow and wanted a faster turn - but didn't fix the underlying mechanic on the heat dissipation along with it.

#5 hammerreborn

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Posted 19 July 2013 - 11:01 AM

View PostUnbound Inferno, on 19 July 2013 - 10:57 AM, said:

No, its fine and actually substantiates my argument since recharge has been increased the dissipation was not and it should have.

Essentially PGI agreed that 10 seconds was too slow and wanted a faster turn - but didn't fix the underlying mechanic on the heat dissipation along with it.


I rather not have 4 PPC stalkers be heat neutral and have it only be neutral if they fire every 10 seconds. Heat management is supposed to be a thing, not something you can completely ignore.

An increased heat dissipation would have to be met with the most massive of heat cap nerfs or this game is going to go off rails incredibly fast.

Edited by hammerreborn, 19 July 2013 - 11:01 AM.


#6 Unbound Inferno

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Posted 19 July 2013 - 11:05 AM

View Posthammerreborn, on 19 July 2013 - 11:01 AM, said:


I rather not have 4 PPC stalkers be heat neutral and have it only be neutral if they fire every 10 seconds. Heat management is supposed to be a thing, not something you can completely ignore.

An increased heat dissipation would have to be met with the most massive of heat cap nerfs or this game is going to go off rails incredibly fast.

But it is, and could be.

The thing with PPC stalkers is that is for only the PPC. They have a max range that puts them in distance of LRMs and a minum range where the PPC can't defend them under 90m well. A good medium or light hugging a PPC stalker can trash it well so long as the heat mechanic is fixed and they can actually produce the damage needed with say MLs or something else.

On the flip side, its a numbers game. They do still suffer some penalty if they adjust it similar to what I put up where they are sluggish in trying to get out of sight, making them a slightly easier target to hit.

Alternatively we can either keep or use some other adjusted system to manage the weapons fired. I'd prefer a hard GCD system, but whatever works. In this too Paul's heat penalty becomes really dangerous and annoying as I think 4 PPC would hit high enough on the scale to start damaging itself just by firing due to overheating.

#7 Sturmforge

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Posted 19 July 2013 - 11:07 AM

30 point heat cap with number and type of heat sinks increasing how fast you dissapate heat. I am all for it though not a programmer or game developer. Only how fast to dissapate? 10 heat with 10 single heat sinks, how fast should that dissapate? 3 to 4 seconds as per increased RoF, 10 seconds per normal TT rules, or most likely somewhere in between? Of course they should let us test it with a multitude of different builds that only the entire community can think up.

Edited by Sturmforge, 19 July 2013 - 11:08 AM.


#8 Unbound Inferno

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Posted 19 July 2013 - 11:09 AM

View PostSturmforge, on 19 July 2013 - 11:07 AM, said:

30 point heat cap with number and type of heat sinks increasing how fast you dissapate heat. I am all for it though not a programmer or game developer. Only how fast to dissapate? 10 heat with 10 single heat sinks, how fast should that dissapate? 3 to 4 seconds as per increased RoF, 10 seconds per normal TT rules, or most likely somewhere in between? Of course they should let us test it with a multitude of different builds that only the entire community can think up.

I agree on the testing, but it doesn't matter that much.

Battletech heat was determined for the same dissipation - so they both must balance out. Either dissipation should be as fast as the current recharge turn or the heat should match the long dissipation rate.

it can be tweaked which is nice, as you can determine how long you might linger at certain heat penalties that way - which is why testing could be a big thing.

#9 MercJ

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Posted 19 July 2013 - 11:11 AM

Anyone else think OP's name is wonderfully appropriate? Interesting observation. Anyway, why are we assuming this is a turn based game? Why are we translating "turns" into an FPS? How does a turn based system begin to translate directly to something real-time? Why not just restrict weapon groups firing once every ten seconds and translate values from TT over directly?
........
It just isn't that simple. There's lots of good ideas regarding heat around here though, and balancing is still happening from patch to patch. Probably not as fast as most would like, but taking a system designed for one arena and trying to apply it to something a little more complex doesn't seem like the best decision either.

#10 hammerreborn

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Posted 19 July 2013 - 11:13 AM

You still run the issue of instantaneous heat generation vs turn based, which, with a heat cap of 30, leads to 3 ERPPCs (at current heat) being unable to be fired, or even 2 ERPPCs (if heat is upped to 15)..which doesn't make a lot of sense.

And the WHY CANT I FIRE 9 MEDIUM LASER crowd will scream and hollar when they can't fire more than 7 anyways, lol.

#11 Voivode

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Posted 19 July 2013 - 11:16 AM

Heat doesn't seem too bad to me right now. I'm not going to argue about TT values and how they should be ported to a video game. Heat is a limiting factor on how you fight and how you build your mechs, as it should be.

Edited by Voivode, 19 July 2013 - 11:18 AM.


#12 Orzorn

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Posted 19 July 2013 - 11:18 AM

View PostMercJ, on 19 July 2013 - 11:11 AM, said:

Anyone else think OP's name is wonderfully appropriate? Interesting observation. Anyway, why are we assuming this is a turn based game? Why are we translating "turns" into an FPS? How does a turn based system begin to translate directly to something real-time?

We're doing that because the heat/damage and other things were based on the TT. Its been changed somewhat, but not drastically. The heat sinks sink the same heat in 10 seconds as the TT (although we have poor dubs instead of true dubs). The heat system is heavily based on the TT, but yet we got something new in MWO that the TT didn't have: heat sinks give extra heat to the cap.

That one mechanic has caused heat sinks to be stacked for high alpha builds that would normally have shut down your mech (anything over 3 PPCs or 2 ERPPCs would have done so). This makes it MUCH easier to abuse those mechanics, which basically every high alpha mech does.

Forget even about the fact that these rules are from the TT. Think, instead, about how the fact that a PPC Stalker can get over 60 heat cap while firing a set of weapons that generate 8 heat apiece means that it can fire them over, and over, and over again.

Adding in the heat system that PGI did does not fix this issue, either, and it just makes people mix the right amount of weapons in order to maximize their alpha, but minimize (or eliminate) the heat penalty. Witness 2 PPC + Gauss. 35 damage alpha, high speed projectiles, and generates 21 heat (66% of the max heat cap if the heat cap was 30). But with heat sinks like they are, they only generate a third of your heat cap if you have 15 DHS.


View Posthammerreborn, on 19 July 2013 - 11:13 AM, said:

You still run the issue of instantaneous heat generation vs turn based, which, with a heat cap of 30, leads to 3 ERPPCs (at current heat) being unable to be fired, or even 2 ERPPCs (if heat is upped to 15)..which doesn't make a lot of sense.

And the WHY CANT I FIRE 9 MEDIUM LASER crowd will scream and hollar when they can't fire more than 7 anyways, lol.

This is true. In the TT, your heat was removed from your mech and THEN any extra was added to your heat overflow. Perhaps this calls for a rethinking of how heat sinks remove heat in MWO.

Its a viable concern, as there are mechs that could fire multiple PPCs in 10 seconds, then again, the answer to that is to stagger your PPC fire so that you get off all of them in 10 seconds, which would then be the same outcome as the TT. Its still important to remember that a TT turn is 10 seconds, so those weapons could have been fired over those 10 seconds (that is why you incur movement penalties to aiming those weapons, after all).

Edited by Orzorn, 19 July 2013 - 11:21 AM.


#13 Unbound Inferno

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Posted 19 July 2013 - 11:20 AM

View PostMercJ, on 19 July 2013 - 11:11 AM, said:

Anyone else think OP's name is wonderfully appropriate? Interesting observation. Anyway, why are we assuming this is a turn based game? Why are we translating "turns" into an FPS? How does a turn based system begin to translate directly to something real-time? Why not just restrict weapon groups firing once every ten seconds and translate values from TT over directly?
........
It just isn't that simple. There's lots of good ideas regarding heat around here though, and balancing is still happening from patch to patch. Probably not as fast as most would like, but taking a system designed for one arena and trying to apply it to something a little more complex doesn't seem like the best decision either.

Recharge Times and Dissipation of heat over time.

That's what was a "turn" in Battletech, and who their numbers balanced out - its not what we have.
its why PPC deal 10 damage 10 heat - PGI tweaked it to 8 heat, but that's more due to the preference of threshold over dissipation for why.

Fix the dissipation, higher PPC heat and everyone's happy. Those that can use it will, and others won't be penalized because 10 DHS easily handles a single PPC.

View Posthammerreborn, on 19 July 2013 - 11:13 AM, said:

You still run the issue of instantaneous heat generation vs turn based, which, with a heat cap of 30, leads to 3 ERPPCs (at current heat) being unable to be fired, or even 2 ERPPCs (if heat is upped to 15)..which doesn't make a lot of sense.

And the WHY CANT I FIRE 9 MEDIUM LASER crowd will scream and hollar when they can't fire more than 7 anyways, lol.

Its why I say we need to split the heat bar. Right now its a (marginally less ratio) of Heat Sinks + 30. Increasing that ratio along with dissipation will leave everyone just fine.

View PostVoivode, on 19 July 2013 - 11:16 AM, said:

Heat doesn't seem too bad to me right now. I'm not going to argue about TT values and how they should be ported to a video game. Heat is a limiting factor on how you fight and how you build your mechs, as it should be.

it is my hope and interpretation, that if they fix it, you won't notice the difference.

#14 Sturmforge

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Posted 19 July 2013 - 11:22 AM

View Posthammerreborn, on 19 July 2013 - 11:13 AM, said:

You still run the issue of instantaneous heat generation vs turn based, which, with a heat cap of 30, leads to 3 ERPPCs (at current heat) being unable to be fired, or even 2 ERPPCs (if heat is upped to 15)..which doesn't make a lot of sense.

And the WHY CANT I FIRE 9 MEDIUM LASER crowd will scream and hollar when they can't fire more than 7 anyways, lol.


Well if you increase heat dissapation with the number of heat sinks I see being able to fire those 3 ERPPC pretty close together if you go with 10 heat dissapated per 10 single heat sinks every 4 seconds. An idea.

#15 Orzorn

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Posted 19 July 2013 - 11:28 AM

4 ERPPC mech in TT fires them all at once. Generates 60 heat. With 20 DHS, sinks 40 of that heat, gains 20 to their heat pool.

In MWO (with our hypothetical 30 heat cap, assume true dubs for ease of comparison), mech fires 4 ERPPCs in one go, gains 60 heat, shuts down, might even die (200% heat was reached, after all).

But wait: Mech fires 2 ERPPCs, maxes heat, waits 7.5 seconds to go back to 0 heat, fires 2 ERPPCs, gains 30 heat, has 2.5 seconds left in its "turn" (we are comparing directly with the TT, so they each get 10 seconds). In 2.5 seconds, sinks 10 heat, end the 10 second period with 20 heat in their pool.

So it does, indeed, directly translate. They fired 4 ERPPCs in 10 seconds and did not shut down, and they had the same amount of heat at the end of it. Of course, this has to be said; that mech would have no reason to use 4 ERPPCs, because their cooldown in MWO is 4 seconds, whereas technically, in the TT, their recycle is 10 seconds.

So in fact, mechs in MWO get an advantage in that aspect. They put of the same amount of damage, for the same heat, with half the weapons.

That means that if we DID go with OP's suggestion of double dissipation, then that mech WOULD be able to fire all 4 ERPPCs in 10 seconds AND use their recycles, but it would end the 10 second period with less heat.

Edited by Orzorn, 19 July 2013 - 11:31 AM.


#16 hammerreborn

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Posted 19 July 2013 - 11:31 AM

View PostSturmforge, on 19 July 2013 - 11:22 AM, said:


Well if you increase heat dissapation with the number of heat sinks I see being able to fire those 3 ERPPC pretty close together if you go with 10 heat dissapated per 10 single heat sinks every 4 seconds. An idea.


Math:

Lets say heat stays the same for the ERPPC (11). With the heat cap dropped back to 30 but bring the current dissipation to a 4 second timer rather than 10s you would increase dissipation by 10/4 = 2.5

Take the 4 PPC stalker with 16 DHS (IIRC but whatever). With cool run 10 in engine (2.2 = 22 heat dissipated in 10s), 6 outside (8.4 heat dissipated in 10s). Total dissipation becomes 30.4 heat every 10s. To convert to every 4s, you get 76 heat dissipated in 4s, or 19 heat a second.

Fire 2 ER PPCS, go to 22, 29-22 = 7, can fire the other two in 7/19 or in ~.4s

If heat goes to 15 (as people seem to want), you essentially chain fire and remain relatively neutral. Hell, you could chain fire 6 probably and have the first come online slightly after the last fired (not doing math now, at work and should actually try doing that), although at 15 heat I'm sure you'll have to stop at some point.

Edited by hammerreborn, 19 July 2013 - 11:34 AM.


#17 Perigrinial

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Posted 19 July 2013 - 11:41 AM

1- Stop posting walls of text about the heat system and crazy statistics to back up your basic argument that you don't like the current system. The best way to vote against it is not play or buy MC if you are unhappy. Or just post 'I don't like it' on the official threads.

2- I wish people would stop comparing MWO to the TT game. I will just start comparing it to the Mechwarrior Darkage Wizkid thing or with Mech Assault, because it has about as much in common with those.

3- Boating was bad for the game's longevity, plain and simple. You can still do it, you just have to manage heat and maneuver more. Gasp!

#18 Unbound Inferno

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Posted 19 July 2013 - 11:44 AM

View PostOrzorn, on 19 July 2013 - 11:28 AM, said:

4 ERPPC mech in TT fires them all at once. Generates 60 heat. With 20 DHS, sinks 40 of that heat, gains 20 to their heat pool.

In MWO (with our hypothetical 30 heat cap, assume true dubs for ease of comparison), mech fires 4 ERPPCs in one go, gains 60 heat, shuts down, might even die (200% heat was reached, after all).

But wait: Mech fires 2 ERPPCs, maxes heat, waits 7.5 seconds to go back to 0 heat, fires 2 ERPPCs, gains 30 heat, has 2.5 seconds left in its "turn" (we are comparing directly with the TT, so they each get 10 seconds). In 2.5 seconds, sinks 10 heat, end the 10 second period with 20 heat in their pool.

So it does, indeed, directly translate. They fired 4 ERPPCs in 10 seconds and did not shut down, and they had the same amount of heat at the end of it. Of course, this has to be said; that mech would have no reason to use 4 ERPPCs, because their cooldown in MWO is 4 seconds, whereas technically, in the TT, their recycle is 10 seconds.

So in fact, mechs in MWO get an advantage in that aspect. They put of the same amount of damage, for the same heat, with half the weapons.

That means that if we DID go with OP's suggestion of double dissipation, then that mech WOULD be able to fire all 4 ERPPCs in 10 seconds AND use their recycles, but it would end the 10 second period with less heat.

Might have misread a bit.

With this, we'd have the 4x ERPPC (generating 60 heat) with the 4x PPC build of 21 DHS.
That's a 42 capacity with 30 overheat threshold, total of 72.
Firing all 4 PPC (at once) is 60, placing it at 12 on the overheating scale.
Slower movement, slight shaking and just shy of the first shutting down warning.
Dissiapte 42 by the next shot, so the base is at 18 within the capacity.
Second shot is +60 leaving 78, +36 on the overheating scale.
Beyond 100% threshold, overheated and shut down with incurred internal damage. The mech stays shut down until it cools off or the pilot forces it up once its below 22 on the overheat, or starts up at under 14, which could take about 2.6 seconds.
If the pilot is stupid enough o rush the third shot the mech's destruction is guaranteed.

That's with alphastrikes, if we add Paul's heat mechanic and the pilot is staggering shots the heat is lower through dissipation, slightly more manageable, but three salvos is about the best it can do in a hurry and at risk.

View PostRufus the Brute, on 19 July 2013 - 11:41 AM, said:

1- Stop posting walls of text about the heat system and crazy statistics to back up your basic argument that you don't like the current system. The best way to vote against it is not play or buy MC if you are unhappy. Or just post 'I don't like it' on the official threads.

2- I wish people would stop comparing MWO to the TT game. I will just start comparing it to the Mechwarrior Darkage Wizkid thing or with Mech Assault, because it has about as much in common with those.

3- Boating was bad for the game's longevity, plain and simple. You can still do it, you just have to manage heat and maneuver more. Gasp!

1 - I don't buy and won't until they fix it properly. So deal with the walls of text you don't want to understand because its informative.

2 - Then make my Catapult weigh 78 tons with another 4 tons of armor.

3 - That is a basic truth. If you read the post you'd understand I am not denying the option, but not pointing out its andy good for you either.

#19 Coolant

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Posted 19 July 2013 - 11:46 AM

how about if you start a poll you make a choice that is unbiased...

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Posted 19 July 2013 - 11:47 AM

View PostCoolant, on 19 July 2013 - 11:46 AM, said:

how about if you start a poll you make a choice that is unbiased...

What? It needs fixing. There are two options to fix it, and you can choose not to fix it.

That third option is the unbiased one, I'm just pointing out that the voter probably doesn't care.





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