How long should restart from overheat shutdown be?
#81
Posted 20 November 2011 - 01:47 PM
#82
Posted 20 November 2011 - 02:03 PM
mekabuser, on 20 November 2011 - 12:09 PM, said:
team mates protecting you? yeah right, maybe, but Ill tell you anything over ten seconds and your anywhere near the front means your dead.
The cooling jackets/suits that MechWarriors are lets you survive quite a bit, mind you.
And as long as the Life Support of the 'Mech isn't damage, the MechWarrior doesn't suffer any significant ill effects (other than sweating and such).
#83
Posted 20 November 2011 - 02:07 PM
Miles Tails Prower, on 20 November 2011 - 01:32 PM, said:
The time you spend in forced shut down should be based on how quickly your mech dissipates waste heat. So a mech equipped with a lot of heat sinks should reactivate sooner from forced shut down than a mech equipped with few.
I think the point is the additional time it takes for the mech to go through the startup sequence after cooling down. Then again, maybe there shouldn't be anything significant because there's already so little penalty to hitting the Override button every time.
#84
Posted 20 November 2011 - 02:09 PM
because. your heatsinks are not working without power!
if you play a Novacat/Awesome with high count of heatsinks, you should dissipate the heat faster if your reaktor is still powering the heatsinks.
everyone should lower the same amount of heat over the same time while shut down. that way its the best to keep your alphas rare and an eye on the red line !
#85
Posted 20 November 2011 - 02:12 PM
Xhaleon, on 20 November 2011 - 02:07 PM, said:
I think the point is the additional time it takes for the mech to go through the startup sequence after cooling down. Then again, maybe there shouldn't be anything significant because there's already so little penalty to hitting the Override button every time.
I re-read the question in greater detail then.
Well the first time the mech activates the computer goes through all the bullcrap of informing the pilot of its system settings etc, an emergency shut down wouldn't force the computer to go through that routine again so it should only take a few seconds to bring the power back up again.
#86
Posted 20 November 2011 - 02:14 PM
Reno Blade, on 20 November 2011 - 02:09 PM, said:
because. your heatsinks are not working without power!
I'm pretty sure the entire mech doesn't totally shut off. It's like turning your car's engine off while still using existing charged battery power to keep the air conditioning and radio on.
#87
Posted 20 November 2011 - 02:22 PM
Reno Blade, on 20 November 2011 - 02:09 PM, said:
because. your heatsinks are not working without power!
if you play a Novacat/Awesome with high count of heatsinks, you should dissipate the heat faster if your reaktor is still powering the heatsinks.
everyone should lower the same amount of heat over the same time while shut down. that way its the best to keep your alphas rare and an eye on the red line !
Heat sinks are not allways mechanical. You have several non-mechanical designs that are implemented to just spread the surface-area to dissipate heat. I am sure in the 31st century this tech will be used.
#88
Posted 20 November 2011 - 02:30 PM
Miles Tails Prower, on 20 November 2011 - 02:14 PM, said:
Heat sinks in Battletech are heat pumps, otherwise they'd never cool down from a medium laser in anything short of an hour. Those require electrical power, which is no longer supplied as the fusion engine has been shut down completely, you know, the whole point of the safety mechanism. We can assume that there is always enough energy in a battery just for the startup.
But like I said, there's something inherently wrong with the way overriding the emergency shutdown works. With the developers stating that the pilot cannot be harmed directly, that leaves out cooking to death as a penalty. What else is there? Making the sinks less efficient the longer you stay overheated? Or weapons not recycling as fast due to heat damage?
#89
Posted 20 November 2011 - 02:32 PM
Alizabeth Aijou, on 20 November 2011 - 02:03 PM, said:
And as long as the Life Support of the 'Mech isn't damage, the MechWarrior doesn't suffer any significant ill effects (other than sweating and such).
Actually, even with the best cooling vests, after a while you can suffer from just normal good old heat exhaustion. The cooling systems are good, but they're not that good. 'Mechs can run HOT! ... hot enough to cause heat death.
Reno Blade, on 20 November 2011 - 02:09 PM, said:
That nerfs the daylights out of designs like the flashman and such - it would render the biggest advantage of energy based weapons into a nearly moot point.
Irontygr, on 20 November 2011 - 02:22 PM, said:
J Echo, on 20 November 2011 - 02:24 PM, said:
Actually, the name "heatsink" is a misnomer. They're actually heat-pump setups, just like on air conditioner units.
http://www.sarna.net...Cooling_Systems
#90
Posted 20 November 2011 - 03:39 PM
#91
Posted 20 November 2011 - 03:41 PM
Xhaleon, on 20 November 2011 - 02:30 PM, said:
Heat sinks in Battletech are heat pumps, otherwise they'd never cool down from a medium laser in anything short of an hour. Those require electrical power, which is no longer supplied as the fusion engine has been shut down completely, you know, the whole point of the safety mechanism. We can assume that there is always enough energy in a battery just for the startup.
But like I said, there's something inherently wrong with the way overriding the emergency shutdown works. With the developers stating that the pilot cannot be harmed directly, that leaves out cooking to death as a penalty. What else is there? Making the sinks less efficient the longer you stay overheated? Or weapons not recycling as fast due to heat damage?
Penalty is what its always been, you risk blowing up.
#93
Posted 20 November 2011 - 03:59 PM
it should depend which weapons you have equipped and how many, I dont know enough about thermodynamics to elaborate any further, darn you ADHD !!!
I like the idea somebody suggested that weapons should break after overheating a couple of times, it would be a form to encourage players to diversify their arsenal or to make it so they make every shot count.
Edited by simon1812, 20 November 2011 - 04:00 PM.
#94
Posted 20 November 2011 - 04:10 PM
I think a lot of you are being unrealistic in regards to gameplay. 20 seconds sounds boring for going over a little bit. You might as well as had an option to blow up the mech when it overheated at that point. The penalty that you decided to alpha strike or fire a few more times hoping for a kill should have a progressive penalty which the heat sink system allows as you wait for the heat to drop.
#95
Posted 20 November 2011 - 04:12 PM
As always, I'm spitballing, and the devs have probably already come up with a solution to overheating with regards to game balance. It's fun to talk, though.
#96
Posted 20 November 2011 - 04:15 PM
#97
Posted 20 November 2011 - 04:17 PM
J Echo, on 20 November 2011 - 03:49 PM, said:
In mw3, yes, but that makes zero sense by the lore and zero sense by the game mechanic.
You don't blow up because without explosive ammo, because *there's nothing TO blow up!*
There are, however, other repercussions - you can literally cook the myomer muscles and electronics that move and control your mech, amongst other things.
Edited by Pht, 20 November 2011 - 04:17 PM.
#98
Posted 20 November 2011 - 04:46 PM
Pht, on 20 November 2011 - 02:32 PM, said:
That nerfs the daylights out of designs like the flashman and such - it would render the biggest advantage of energy based weapons into a nearly moot point.
I have one objection to this: Laser weapons never run out of ammo. Missiles run out very quickly, and ballistics fire much more slowly. I believe that the people here who are suggesting stronger penalties for overheating see the current advantage of lasers and consider it overcompensation. LAMS don't help against them, they're deadly accurate, they're powerful, they don't run out of ammo, and at present the only penalty for using them too quickly is a temporary shutdown - that just encourages people to remain far enough from the action and behind enough cover that the shutdown is not an issue. Infighting is downright suicidal when you're in the scopes of a one-shot sniper, which is what most laser mechs equate to right now.
For my part, any limitations I suggest here are not intended to discourage the use of lasers, but rather to encourage their judicious use by removing some of the advantages of staying away from the fight. If you suffer when you overheat, you can still poptart, but there will actually be consequences. If you make an infighting lasermech that can handle its own heat and/or is designed to volley fire, that will have its place in the game, too.
I'm not the expert here, of course, but my goal is to make suggestions that promote the use of a variety of battlemechs so that we see a more interesting, mixed group of mechwarriors in any given fight.
That said, yeah, thirty seconds is a bit much, and it doesn't encourage close-quarters laser use when people are terrified of becoming an immediate sitting duck.
#99
Posted 20 November 2011 - 05:03 PM
Bear Shaman, on 20 November 2011 - 04:46 PM, said:
Which I don't contend with - however, they're already balanced by their prohibitive heat output and (relative to ballistics and missiles) lower damage capabilities.
Smacking them with even more heat will make their rate of fire go down below the basement.
As for excessive heat and the problems it causes...

#100
Posted 20 November 2011 - 05:32 PM
Thanks for clarifying, though I do see a problem with the ability to avoid a shutdown (at least at earlier heat levels) based on a die roll. There's a strong, vocal contingent of people on these forums who object to any sort of random number generation in Mechwarrior. Maybe the likelihood of shutdown at any given heat level could be determined by the number of heat sinks installed on the mech? That might translate to the computer determining whether it can cool the mech off in time to prevent an ammo explosion while the engine's still running.
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