Bishop Steiner, on 07 May 2014 - 06:43 PM, said:
funny part..... Stock match actually reminded....SHS DO function. Work fine.
Well, I suppose it depends on how we define "function." 10 engine single sinks can't even keep up with the heat output of 2 Medium Lasers here. That seems pretty bonkers from my point of view. If we have more heat output than BT had, I'd think it would make sense to have our heatsinks at least somewhat more effective (not necessarily exactly matched) than their turn-based counterparts (or, at least, modify our weapon heats to have the same heat per "turn" to have the same effect).
Bishop Steiner, on 07 May 2014 - 06:43 PM, said:
The problem is, as always the level 2 tech is totally unbalanced, and DHS are one of the most extreme examples, especially in a game environment minus RnR or anything else to remotely balance them. For all the QQing (and yes some rightly, for the poor threshold mechanics in game), Paul was actually right in limiting external DHS to 1.4..... heck I'll say it, ALL DHS should be 1.4. Since we aren't getting the Heat Scale or Hard Point overhaul needed to truly fix things, it's time to use what we do have to do it right. 1.4 across the board and they are still superior, and still an almost no brainer upgrade, but no tan OMG upgrade, and oh, yeah, Alpha Warrior is hit squarely in the face.
It would also hit energywarrior square in the face, too, due to the reduced internal DHS cooling rates. It would make my 2 LL + 5 ML Thunderbolt very sad.

Heck, even my 2 ML + 4 SSRM2 + UAC/5 Shadow Hawk can get a little hot at times, even though it couldn't be a poptart alphawarrior if it wanted to. :\
Bishop Steiner, on 07 May 2014 - 06:43 PM, said:
Now if you can just get them to revisit the old heat threshold effects where over 80% heat started running the risk of ammo explosions and such, and we would be looking good.
Of course, the MinMaxxers (and purists too) would QQ bloody murder...but it's funny that those who cry the most about the game being broken, also cry the most against the actual steps needed to fix it.
Kinda ironic, ain't it?
The problem with adding heat effects to our
current system is that it's really really easy to get high on the heat bar, even with the high threshold we have now. Penalties worked out fine in TT because it was usually hard to overheat. You pretty much had to
choose to overheat. Here, just about everything other than Gauss and AC (except the '20) boats can run hot. TT let you do things like having 4 ERPPCs completely heat neutral if you had enough sinks (hello, Hellstar) or 3 ML fully cooled by 10 SHS. Any penalties at all, with the current system, would have to be pretty soft to reflect the fact that we have much higher heat output here than the turn-based environment MW is based on.