Praetor Shepard, on 04 November 2013 - 05:18 PM, said:
Are capacities really that high in BT compared to MWO?
Umbra8, on 04 November 2013 - 05:51 PM, said:
I don't think the original game allowed your heat capacity to scale with heat sinks, I thought it was fixed at 30
Hellcat420, on 04 November 2013 - 06:17 PM, said:
heat capacity in bt is 30 irreguardless of how many heatsinks you have or what type you have. heatsinks do not increase heat capacity in battletech. they increase heat dissipation.
The residual heat scale is fixed at 30, but heat capacity of an individual 'mech depends on its number of SHSE, i.e. yes it scales with heat sinks, and yes, they are almost as high in BT as in MWO (the 20% extra cap the pilot skills give is the difference,).
Dissipation in BT is per turn. You subtract your heat sinks from heat generated before applying any residual heat to the heat scale: Heat Generated - # of SHSE = Residual Heat.
In MWO, that's Heat Generated - (# of SHSE/10) = Residual Heat, with the caveat that heat dissipation is an ongoing process, not something that happens every 10 seconds.
That Awesome that was used as an example, with three PPCs and 28 SHS (heat cap 58), would in BT generate 2 residual heat each turn: 30 heat generated minus 28 SHSE is two residual heat. After two turns of alphaing, the third would put it at 6 heat and above the first heat penalty (-1 MP). If he instead fired two PPCs the third turn he would only generate 20 heat and dissipate 28, so any residual heat would be removed. Hence the often cited 3-3-2 pattern of PPC firing from the Awesome.
In MWO, that Awesome would alpha his three PPCs for 42.6 heat (with Ghost Heat penalty) out of his 69.6 heat cap, and then dissipate 3.22 heat per second, so 12.9 heat dissipated during the cooldown of the PPCs, leaving 29.7 heat when his PPCs are ready to fire again. If he immediately fired again, another 42.6 heat would be added, putting him at 72.3 heat, or 103.8% and shut down.
A hard heat cap of 30 in MWO would make that Awesome unable to ever fire all three PPCs at once, since it would instantly shut down if it did - and it would be even further from the BT Universe than MWO currently is. Heat sinks can and should affect a 'mechs heat capacity as well as dissipation; that is not where MWO's heat system goes wrong. It goes wrong in not tripling dissipation when tripling rate of fire,
In the example with the Awesome above, if dissipation was tripled to 9.66 per second, the Awesome would dissipate 38.6 heat during the cooldown of its PPCs, leaving only 4 heat for when it fired its weapons again. That would mean the Awesome could continuously alpha 17 times before shutting down - quite close to the 15 times the BT Awesome could Alpha before hitting the 30 residual heat scale roof.
The big difference is that the BT Awesome would start taking heat penalties from the third alpha, whereas the MWO Awesome is at no disadvantage until it shuts down.