One Medic Army, on 30 September 2013 - 02:23 PM, said:
Compare the stock BJ-1 to the stock BJ-3 for example.
Hmm, let's take a look at the guerilla force Blackjack, sitting in the shadows somewhere.
BJ-1 - Hmm, looks heat efficient enough to me! 11 SHS, alpha firing 4 ML each turn generates 12 Heat, that's 1 heat left over in the next turn, meaning they could fire less lasers or AC/2's and have no heat during the next turn. Or it could keep using its ML's alpha-firing for many turns, and raise its "heat level" by a
wincy bit each time. Only Alpha-firing 2 AC/2's every turn plinks away at the enemy, long range, and remains heat neutral.
BJ-3 - Balanced around its heavy energy loadout! 10 DHS, alpha firing 2 PPC's every turn will remain heat neutral the next turn from its sniping position. Likewise firing its ML will keep it cool.
Basically all that equates to is
minimalist load-outs that are effective with SHS and DHS based on their loadouts. Both have the same armor, speed, and number of jumpjets. Both fighting at extreme knife-range would likely see the BJ-1 winning, unless one accounts for luck of course. With the faster fire rates in-game (with every MW), and better programmed heat sinks, the Blackjack-3 would be raising its heat level to 66% every time with DHS (PPC's only), but dissipate relatively fast. The BJ-1 would be barely raisings its heat levels to 40% when firing, and dissipate rather quickly. Both would risk overheating if firing too soon while cooling down. The BJ-1 loadout in MWO, however, requires DHS to even function, not to mention that hot maps make SHS basically laughable to use period.
PGI should have never made heatsinks that raise thresholds with low dissipation rates, then stock builds could actually stand a chance with their minimalist load-outs.
Edited by General Taskeen, 30 September 2013 - 04:45 PM.