Khobai, on 19 July 2014 - 08:26 AM, said:
Except lights are supposed to use all three.
No mech is "suppose" to use any of the upgrades. It's an option. For every option, there are gives and takes. Everything in the game (in any game) is based on this. You want this laser? Well, you have to buy it and be able to equip it. Like this other laser as well? Well, you have to make a choice, which laser do you want. (most games.) Here, you want that laser? Okay, but it's going to cost you crit slots and weight to place it there, and it will produce heat when you use it. You can choose to sacrifice your heat cap to take that laser, and risk overheating. You can take armor or something else away to make room for the laser and sinks to keep it cool. Or may need to even remove something else to open enough crit slots to fit that laser in...
Every upgrade, weapon, and option within the game has set balance restrictions. They are there to help balance the games and all the upgrades. I have many mechs that don't have FF, and some that don't even have DHS! Lights have considerations on weight/heat balancing with their speed. On the opposite end, Assaults tend to have crit slots and heat to consider balancing in their builds. The upgrades are just another choice you need to consider to take. Do you have enough room for them? Do you really need to save that weight? Do you really even need that extra laser if it's going to cost you more heat in a match?
Khobai, on 19 July 2014 - 08:50 AM, said:
The problem with that is it buffs every mech, not just the ones that need buffs.
Its the mechs that use sub-250 engines that need the biggest buff.
What are you talking about? Even if the Commando could use all three it would play nothing like the Jenner. Its far more dependent on missile weapons instead of energy weapons. And cant use JJs. And the lack of jumpjets makes it definitively less agile than the Jenner.
Again. The Commando needs a buff. And one of the major reasons it gets screwed is because it cant use a 250 engine and loses 8 crit slots compared to a Jenner between having to take two external DHS and hand actuators. 8 crit slots is a considerable loss even to a light mech, and one the Commando should be compensated for.
The Commando and Locust are not fine. You hardly ever see anyone play them and for good reason.
So... you want to give "free" stuff to some things, but nothing "free" to everyone else. Favoritism much? If one person is going to get it for free, than everyone needs to get it for free. You can't pick and choose things to come and go. If you want those lights to have all those "free" sinks in the engine, then we also would then have to (breaking all lore and relationship with BT at this point) make it so larger engines can't slip in any "extra" sinks inside them...
My Locusts seem to be fine. I can have a lot of fun with them. They are small, fast, and really annoying to people sometimes.
Necroconvict, on 19 July 2014 - 08:52 AM, said:
So now looking at the in game Std 100, that is also a 1 ton engine, with 4 heat sinks.
My
Locust (yes, you heard right) with a 100 std engine needs to have 6 external heat sinks on it, not 4... That balances out the 2 tons you were missing I believe? (And no, my Locust does not seem to feel penalized for taking the smaller engine and needing the 6 extra external sinks. I honestly don't need DHS, Oh, and this build... it's not a joke build. It does some surprising things! I've labeled it "Super Locust" as it seems to do so strangely well...)
Khobai, on 19 July 2014 - 09:05 AM, said:
TT also doesnt have engine caps so you could put a 250 engine in a Commando if you wanted to and bypass the problem. You could also remove the hand actuators which are pointless on a Commando anyway.
So MWO has added construction rules that create problems for certain mechs.
In TT, Hand Actuators are actually very useful. They can pick stuff up, interact with things, and most importantly... punch things.
Also, in MWO, we have locked in hard points on our mechs. In TT, we wouldn't have any hard points. It's to keep people from power playing even more than we already are seeing... (A balance mechanic PGI placed in, that I feel was very wise of them.)
Sorbic, on 19 July 2014 - 09:09 AM, said:
And I have no idea how they are supposed to work.

All I know is that generally more power/energy equals more heat.
I have a vague concept. They are cold fusion reactors that use light hydrogen (a rare substance, ignore some science we have discovered since the creation of BT) to create a reaction similar to what happens in the sun. It's hot, but not radioactive. This reaction always produces the same amount of energy, and I presume that the engine sizes is what determines "how much of that energy is harvested". The reactor will always produce the same heat from mech to mech, no matter the size of the engine itself, thus why all mechs (as far as I understand of course) require at least 10 heat sinks for normal (long term, safe) operations.
FupDup, on 19 July 2014 - 09:18 AM, said:
Honestly, the rule that sub-250 engines need to place some sinks externally is pretty stupid and arbitrary. It serves literally no purpose whatsoever other than to penalize players for choosing 20, 25, or sometimes 30 ton mechs. 35 ton lights and above almost never suffer from this, excluding ones with a low engine cap like the BJ (which generally has to use 3 slots on an external dub).
It basically creates a situation where the most optimal mechs are the ones that try to cram in the biggest engine possible, at least for the lower tonnage intervals. Being able to use FF at the same time as Endo doesn't free up a whole lot of weight, but on a light mech every little bit helps. Especially if you're only 20-25 tons.
As an example, the classic ECM Trollmando 2D would be able to use 3 SSRM2 with 3 tons of ammo and a Medium Laser simultaneously, without downgrading to a Small Laser or using SHS (ew!). It's not a massive boost, but it would help. BJs and Lolcusts would benefit as well. Maybe even a few rare Spider builds.
I don't often agree with Khobai, but in this case it's a good idea to change this silly rule. The first 10 sinks you need should be carried inside of the engine, without requiring a critical slot tax. The tonnage would be the same in the end, you'd just save some critslots.
With MWO, speed is far more of a consideration and has more impact than it does in BT and TT. With engine sizes, we not only have internal heat sinks (a reasonable consideration), but also speed (make sense) and twist speed, and now also JJ performance. This makes you gain a lot of added benefits you normally wouldn't see from taking a larger engine.
In BT, there isn't much penalty for taking a smaller engine. In MWO, smaller engines are not as well taken. A certain "meta" has arisen from how engines have been handled in MWO, and it has very little to do with external sinks on smaller engines. Once MWO related twist speed (helps with aiming) with the engine size (and now JJ lift), suddenly having a large engine isn't just effecting your speed, it's effecting your entire combat effectiveness.
Add to that the (non lore abiding) internal DHS providing 2.0 (my real complaint about small engines and fewer internal sinks) cooling, and all external being 1.4, and we get even more problems. Suddenly, you are not just having balance for taking the smaller engines as far as crits and weight savings, you are now taking additional (not lore based) penalties in combat reaction speeds, as well as in cooling (if you have DHS).
As far as engines go and relation to balance mechanics, I feel that a few changes need to be seen.
- If the "internal DHS are 2.0" rule is to be retained, then the first 10 heat sinks need to provide 2.0 cooling, not just the first 10 internal heat sinks. This provides too much of a cooling benefit to larger engines, and truly penalizes smaller engines.
- Twist speed needs to be desynced from engine size and should be based on chassis type/per chassis. This also penalizes smaller engine options, making taking the largest engine the "smart thing to do". There is a reason Atlases are not as slow as they should be...
- Jump Jet thrust should also not be assigned to engine sizes as well. I understand that this probably was a way to reduce (without removing) the jump sniping meta, but when most people are already taking large engines... it's not overly impacting that group as much as people would like to think. Jump Jet thrust should be based on the number of jets you have, and the amount of fuel (time) should remain the same no matter how many jets one has.
(A farther balance of JJs would also to be to have them give you a very fast acceleration up, so a quick tap would send you flying several meters (to the height of a mech maybe even), and then once in the air, you reduce lift (so it becomes a slow down effect, not a continual jump). Right now, the jump jets don't sound anything like the jets I hear about in lore, that slam their pilots into their control chairs when they are used, and tend to blow out legs upon landing if the pilot isn't careful. (Or as what happened in one book, one person panicked while inside a tunnel... slammed his jets on a quick tap, and ran his head into the ceiling, killing himself.) In MWO, I feel like my jets are rising me so slowly... my Quickdraw I can now hold the jets for the whole duration, and I don't even raise up off the ground, or if I somehow manage to, it's so slow that I can let go of the jets and get a clear shot off...)
If we take the suggestions of "free the crits of the 10 needed heatsinks", then to balance that out, we would need to "close the extra space for more heat sinks" in larger engines. I'm sure we will see no complaining about that (please do read with sarcasm)...