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Exponential Heat Decay (How To Solve The Heat Problem)


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Poll: Exponential heat decay (59 member(s) have cast votes)

Did you read the entire post?

  1. Yes (50 votes [84.75%])

    Percentage of vote: 84.75%

  2. No :( (9 votes [15.25%])

    Percentage of vote: 15.25%

Should this model be implemented in game?

  1. Yes!!! (22 votes [37.29%])

    Percentage of vote: 37.29%

  2. Yes, but some of the values/options should be tweaked (post below) (9 votes [15.25%])

    Percentage of vote: 15.25%

  3. Maybe, if it was tested extensively on the public test server. (16 votes [27.12%])

    Percentage of vote: 27.12%

  4. No, but I do not want to say why on the grounds that I am useless. (4 votes [6.78%])

    Percentage of vote: 6.78%

  5. No, and I have posted a counter argument in the thread below (6 votes [10.17%])

    Percentage of vote: 10.17%

  6. It needs to be changed but it should be done differently (post how and why!) (2 votes [3.39%])

    Percentage of vote: 3.39%

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#1 Ancient Demise

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Posted 05 September 2014 - 08:59 AM

Author's note:

Spoiler

----

HEAT BALANCE
I think we can all agree that the current model for heat balance in MWO leaves something to be desired. We have seen multiple balance changes and tweaks that deviate further and further from what we once considered to be 'canon'. 1.4 Double Heat Sinks, Ghost Heat, and all the extreme heat balance tweaks may have all been unnecessary and can even be eliminated.

This model improves heat dissipation at higher levels with the heat transfer rate slowing as the heat approaches thermal equilibrium. The maximum heat level is equivalent to the number of effective heat sinks, encouraging heat neutral builds and making stock canon builds more viable. At the same time, this reduces the gap between single and true double heat sinks by making each more effective with respect to the heat generated, not the arbitrary 10 second turn.

Heat management is still a very important factor to this system. Sure, most cases and under some conditions this will be different from MWO but the heat system is different and that is to be expected. This is not a magical "keep everything in game the same but still fix the heat system" fix. Those don't exist. It is a "make heat more realistic and closer to lore" solution. Builds designed for a different heat system will behave differently but hopefully not too much. At the very least this proposal should be considered and tested in the public test server.

Don't forget there actually is a calculator included in all this, so please try it out.

The simple version:
Spoiler


Spoiler


LINEAR DECAY
Spoiler


EXPONENTIAL DECAY
Spoiler


CONDITIONS

For the most part, we know what firing certain weapons does to us and how hot we get with the linear model. What we do not know is how these weapons would behave under an exponential decay model. To better visualize this, I have written a VBA macro in excel to simulate heat under a number of conditions. Keep in mind that this tool is more accurate the smaller the time increments are set and that laser duration is only as accurate as the time increment.

Weapon Heat
Spoiler


Jump Jets
Spoiler


Flamers
Spoiler



Weapon values
Spoiler


Other options
Spoiler


Q & A

Spoiler


Excel macro and calculator
Spoiler


Heat Penalties
Spoiler


I hope this is error-free. I will do my best to correct any mistakes I have made as soon as I can.
I am going away this weekend so I will answer any questions when I return.
Thank you for reading.

Edited by Ancient Demise, 14 October 2014 - 01:11 PM.


#2 Lucky Moniker

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Posted 05 September 2014 - 11:19 AM

I really do like the idea and the concept and feel like this would be a massive improvement, the only issue i see is that it looks a little too forgiving at times with the high heat situations, but it does trade that in for other situations.
Overall it makes more sense, it is easier to understand, and appears to be a lot more balanced.

#3 IceWeasel

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Posted 05 September 2014 - 11:50 AM

I'm sure there are some values to be tweaked or some misc values to add into the math for "quirks" for some mechs like the Nova/Awesome to better put it in it's stock role. maybe even a cooling bonus for moving at top speed, (air over the radiator) type thing. Meaning the penatly to shutting down is maybe you actually cool slower or take more damage if you foolishly shut down in lava. Maybe running quickens the back/low end of the heat curve only making it not something that affects the running at high heat alpha stike red line,

I sent you a private PM with some stuff that wasn't coherent enough for posting here and making an idiot of myself :-)

#4 Calamus

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Posted 05 September 2014 - 02:38 PM

Completely agree with this. I'm not the greatest at the math, but what I saw in the OP looks good, and looks MUCH more balanced than the current band-aid heat situation.

The current method is flawed, and because it's flawed it has been bandaided, and it regularly impedes enjoyment of the game, and requires several goofy fixes and ideas, like ghost heat.

I fully support this idea.

#5 Cimarb

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Posted 05 September 2014 - 04:05 PM

There are lots of issues with the current system, but one of the biggest ones is "complexity for no reason".

The ghost heat penalty for too many SRM2s is WAY different than the ghost heat penalty for too many AC20s, and some "similar" weapons are combined (lasers and pulse lasers, for instance), while others are not (ACs and UACs, for instance). There is virtually no way for a new player, or even a veteran that has not been regularly reading the forums, to know what firing "X" combination is going to do without actually doing it - which in the case of a brand new Nova pilot means a horrible first experience with it...

My main issue with the heat system, though, is not necessarily the linear/exponential one, but the penalty, or lack thereof, for "riding the line". The current "fire until you shutdown" system is horrible. A proper heat scale, with incremental penalties such as targeting quirks (I.e. visual steam/static to represent penalties to hit), movement penalties as joints get too hot, and ammo explosion chances, will make the whole heat scale matter, instead of just having an "all or shutdown" penalty like we currently have.

Here is a detailed listing, based off of the TT Heat Scale but modified in MWO terms...

Proposed Heat Scale




  • -10% acceleration, -10% top speed


  • -10% torso yaw/pitch speed, -10% arm yaw/pitch speed

  • -20% acceleration, -20% top speed


  • -20% torso yaw/pitch speed, -20% arm yaw/pitch speed
  • "soft" shutdown (press override button to remove)
  • -30% acceleration, -30% top speed

  • -30% torso yaw/pitch speed, -30% arm yaw/pitch speed, steam visible in cockpit
  • "soft" shutdown (press override button to remove), slight internal damage
  • 33% Ammo Explosion chance
  • -40% acceleration, -40% top speed

  • "soft" shutdown (press override button to remove), moderate internal damage
  • 50% Ammo Explosion chance
  • -40% torso yaw/pitch speed, -40% arm yaw/pitch speed, steam and sparks visible in cockpit (obscures vision)
  • -50% acceleration, -50% top speed
  • "soft" shutdown (press override button to remove), heavy internal damage

  • 66% Ammo Explosion chance

  • HARD SHUTDOWN (override unavailable), heavy internal damage
Temporary penalties, such as movement and targeting ones, are removed as the heat moves back down the scale, but moving back down the scale does not continue giving chances for ammo explosion or shutdown. Alternatively, the ammo explosion chance could be for every second in that heat range, but be reduced in chance proportionally (so riding at the 19-23 range would be 10% chance per second, and 23-28 range would be 20% chance per second, etc.).

#6 CocoaJin

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Posted 05 September 2014 - 04:23 PM

Hold up, how many units of college credit do I get for reading this?

#7 IceWeasel

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Posted 05 September 2014 - 08:26 PM

View PostCimarb, on 05 September 2014 - 04:05 PM, said:



Here is a detailed listing, based off of the TT Heat Scale but modified in MWO terms...

Proposed Heat Scale




  • -10% acceleration, -10% top speed


  • -10% torso yaw/pitch speed, -10% arm yaw/pitch speed

  • -20% acceleration, -20% top speed


  • -20% torso yaw/pitch speed, -20% arm yaw/pitch speed
  • "soft" shutdown (press override button to remove)
  • -30% acceleration, -30% top speed

  • -30% torso yaw/pitch speed, -30% arm yaw/pitch speed, steam visible in cockpit
  • "soft" shutdown (press override button to remove), slight internal damage
  • 33% Ammo Explosion chance
  • -40% acceleration, -40% top speed

  • "soft" shutdown (press override button to remove), moderate internal damage
  • 50% Ammo Explosion chance
  • -40% torso yaw/pitch speed, -40% arm yaw/pitch speed, steam and sparks visible in cockpit (obscures vision)
  • -50% acceleration, -50% top speed
  • "soft" shutdown (press override button to remove), heavy internal damage

  • 66% Ammo Explosion chance

  • HARD SHUTDOWN (override unavailable), heavy internal damage
Temporary penalties, such as movement and targeting ones, are removed as the heat moves back down the scale, but moving back down the scale does not continue giving chances for ammo explosion or shutdown. Alternatively, the ammo explosion chance could be for every second in that heat range, but be reduced in chance proportionally (so riding at the 19-23 range would be 10% chance per second, and 23-28 range would be 20% chance per second, etc.).




I like these variations better then just a "shut down" "override" "tough we are shutting you down and you are going to melt"

BUT, i do think there is a little to much in there. I would opt for 3 levels "trouble" as you reach the point were you would need to overide, then 1 heat attribute after the overide, then the 5th or 6th level being un-overideable forced shut down untill well into "SAFE" heat levels. IE completely below any point where these penatlies would be attributed.

Level 1 Maxspeed reduced by 10%
level 2 Computer systems distruption (minor) flashing of HUD, lose target paper doll, and +50% time to require target information
Level 3 Shaky arm actuators (shake as if using jump jets (or some % of convergence penalty)
Level 4 Computer systems disruptions (major) AMS disabled to protect it self, ECM Disabled to Protect itself, Bap disabled to protect it self, Zero Target data available (Can still see even and friendly doritos as if being disrupted by enemy ECM
Level 5 first overide threshold, slight internal damage. some precentage of max 1/4 of avaiblibe ammo expol
Level 6 second overide, but still 66% Ammo Explosion chance
Level 7 HARD SHUTDOWN (override unavailable), heavy internal damage

I know these are not TT like what you posted but i think these make a little more sense interms of hte 1st person Sim that MWO is. This allows for the ability to still potentially "brawl blindly" and rely on pilot skill when the systems that don't require pilot "skill" shut down or are disrupted for long range attacks (targeting systems, etc) If you still remember where that enemy was damaged great, but your systems arn't going to help you know because you're abusing them :-). I feel like this mimic a level of real life where modern vehicals and computers will turn systems off, lessing Graphics power, run engines below max HP, etc when internal problems are detected, to protect themselves from permanent damage.

#8 The Massive

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Posted 05 September 2014 - 11:09 PM

Judging by you're graphs your system looks too forgiving. This strikes me as another 'I don't like ghost heat waaaaaaah!' post.

Heat needs to be a issue in this game. From a lore aspect, balance aspect and game play aspect it needs to be something the pilot learns how to manage.

Sorry. No from me.

#9 Fire and Salt

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Posted 06 September 2014 - 07:17 AM

Exponential decay rewards you for running hot. Most people think that there need to be more penalties or running hot, not less. (I think it is generally OK as-is)



Also, 'mech heat sinks are not passive finned coolers, despite the misleading name. They are actually heat pumps. They have more in common with an air-conditioners than they do with a passive finned cooler.

The formula you posted appears to be calculating delta by using the difference between the mechs temperature and the ambient temperature. This is correct for a passive finned cooler, but it is not correct for a heat pump system as in MWO.




Additionally, your post is self-righteous crap. You spend multiple paragraphs apologizing for how long your post is, and pre-emptively calling people useless.

Also, it is presumptuously titled, as not all of us would agree that there is a "Heat Problem" at all.

I could have said everything you said with half as much text. This is the internet, YOU have a responsibility to be concise, so as to not waste our time.


--


One thing I do agree with is the fact that a full penalty at .49s vs. no penalty at .51s rewards macros.

However, this could be resolved by using a system that fades the penalty out over 1 second, rather than making it disappear completely after .5 seconds.

Ex: Heat penalty set at 2, means that 2 weapons are GRADUALLY subtracted from the penalty total every 1s

Fire 2 PPCs - afterwards, you can fire:
1 more after .5 secs with no penalty
-OR-
2 more after a full second with no penalty
-OR-
1 more after .49 seconds with a penalty appropriate for firing 2.02 PPCs (barely a penalty since the penalty starts at 2)
-OR-
1 more after .25 seconds with a penalty appropriate for firing 2.5 PPCs (still not as bad as the current penalty you would face, which would be for 3 PPCs.)
-OR-
2 more after .5 seconds with a penalty appropriate for firing 3 PPCs (currently there would be no penalty for this)

As you can see in my examples, some cases offer higher penalties in the current system, and some offer higher penalties in my system. The overall effect is similar, but my system completely removes any huge jump that you experience for accidentally firing .01 seconds too soon.

The current system also encourages using multiples of the penalty number - ex: 2PPCs or 4PPCs. My system gives a little benefit to the unloved 3PPC 'mech by allowing said 'mech to fire his 3rd PPC without penalty after a shorter wait than a 4 PPC 'mech would need to wait to fire his 3rd and 4th together.

Tracking the penalty values as floating point numbers would be slower, unfortunately. As a programmer, I would suggest using integers as a fixed point representation. Basically, 10,000 = 1 or something similar. Unfortunately, you would still have to decrement the penalty count multiple times, as opposed to just once at .5 seconds.
Every .1 seconds might be the best trade-off between smoothness and calculation speed.

If you fired after .49 seconds, it would be just as bad as firing after .40 seconds.
Still, better the the current system, where .49 seconds is as bad as 0 seconds AKA firing at the exact same time.

Allow me to refine my PPC example for this contingency:

1 more after .40 - .49 seconds with a penalty appropriate for firing 2.2 PPCs (still, barely a penalty since the penalty starts at 2)

Edited by Fire and Salt, 06 September 2014 - 07:28 AM.


#10 Ancient Demise

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Posted 07 September 2014 - 05:56 PM

View PostIceWeasel, on 05 September 2014 - 08:26 PM, said:



I like these variations better then just a "shut down" "override" "tough we are shutting you down and you are going to melt"

BUT, i do think there is a little to much in there. I would opt for 3 levels "trouble" as you reach the point were you would need to overide, then 1 heat attribute after the overide, then the 5th or 6th level being un-overideable forced shut down untill well into "SAFE" heat levels. IE completely below any point where these penatlies would be attributed.

Level 1 Maxspeed reduced by 10%
level 2 Computer systems distruption (minor) flashing of HUD, lose target paper doll, and +50% time to require target information
Level 3 Shaky arm actuators (shake as if using jump jets (or some % of convergence penalty)
Level 4 Computer systems disruptions (major) AMS disabled to protect it self, ECM Disabled to Protect itself, Bap disabled to protect it self, Zero Target data available (Can still see even and friendly doritos as if being disrupted by enemy ECM
Level 5 first overide threshold, slight internal damage. some precentage of max 1/4 of avaiblibe ammo expol
Level 6 second overide, but still 66% Ammo Explosion chance
Level 7 HARD SHUTDOWN (override unavailable), heavy internal damage

I know these are not TT like what you posted but i think these make a little more sense interms of hte 1st person Sim that MWO is. This allows for the ability to still potentially "brawl blindly" and rely on pilot skill when the systems that don't require pilot "skill" shut down or are disrupted for long range attacks (targeting systems, etc) If you still remember where that enemy was damaged great, but your systems arn't going to help you know because you're abusing them :-). I feel like this mimic a level of real life where modern vehicals and computers will turn systems off, lessing Graphics power, run engines below max HP, etc when internal problems are detected, to protect themselves from permanent damage.


I think this should start between 50 and 80%, leaving plenty of room to fire weapons periodically and prevent these problems.
Maybe make the penalties increase exponentially as well, further penalizing mechs that run too close to the max heat level.


View PostMaccasimus, on 05 September 2014 - 11:09 PM, said:

Judging by you're graphs your system looks too forgiving. This strikes me as another 'I don't like ghost heat waaaaaaah!' post.

Heat needs to be a issue in this game. From a lore aspect, balance aspect and game play aspect it needs to be something the pilot learns how to manage.

Sorry. No from me.


Heat can still be an issue in this game. You build mechs to be efficient in both heat generation and firepower. An excessive amount of heat sinks will decrease the amount of pod space and tonnage for weapons. Too little heat sinks and too many weapons will make you prone to overheating all the same. This is a closer approximation to lore by allowing stock SHS builds to keep up with the weapons they fire and their DHS counterparts. (i.e. stock awesome 3Q and stock warhawk prime). The alternative would be to double weapon cycle times so that they are normalized to the "10 second turn" but I though improving the heat system would be a more likable solution.

Penalties such as those listed above can add penalties as well. I think they should make little sense to the physical world in a scifi game without the need to add imaginary heat sources.


View PostFire and Salt, on 06 September 2014 - 07:17 AM, said:

Exponential decay rewards you for running hot. Most people think that there need to be more penalties or running hot, not less. (I think it is generally OK as-is)



Also, 'mech heat sinks are not passive finned coolers, despite the misleading name. They are actually heat pumps. They have more in common with an air-conditioners than they do with a passive finned cooler.

The formula you posted appears to be calculating delta by using the difference between the mechs temperature and the ambient temperature. This is correct for a passive finned cooler, but it is not correct for a heat pump system as in MWO.




Yes, you are absolutely right about mech heat sinks. However, I am considering the transfer of heat from the weapons to the heat pumps that run through the mech, which is still an issue of thermal conductivity. Assume that the heat sinks themselves are effectively superconductors at zero BT heat units. We are looking at how quickly the heat transfers to the heat pumps (quicker for more because more heat "sinks" means more volume can "hold" and dissipate heat) without having to deal with the coefficient of performance (less % the smaller the temperature difference) from the ideal Carnot cycle. We could add in the transfer of heat in such pumps but that is another level of complexity. It is simpler to look at the mech (minus the heat sinks) as a single control volume.

Yes I know I added a global and local conductivity factor - The global at 0.75 is to adjust the formula easily and 0.75 seemed to fit the best to me. The local at 1 does nothing but could improve heat performance in water where the conductivity is higher.

View PostFire and Salt, on 06 September 2014 - 07:17 AM, said:


Additionally, your post is self-righteous crap. You spend multiple paragraphs apologizing for how long your post is, and pre-emptively calling people useless.

Also, it is presumptuously titled, as not all of us would agree that there is a "Heat Problem" at all.

I could have said everything you said with half as much text. This is the internet, YOU have a responsibility to be concise, so as to not waste our time.



I do seriously apologize if I come off self-righteous. The premise of the post and suggestion is that there IS indeed a problem with the current system. The fact that we see many quick fixes to weapon heat and the implementation of the ghost heat 'fix' itself implies that the system was inherently flawed, at least to some extent.

People should take this poll seriously as it is a suggestion instead of saying NOPE and never coming back, which happens all too often. To do so would generate no discussion, address no concern, and simply have no use to anyone aside from giving the poll a flawed result.

I gave a number of different examples to support my claim. I tried not to be redundant and do not think I was but I also only proofread it once. Just because you can understand everything in half the words does not mean I should skip the other half.

It is the internet and you can hate me for whatever reason you want. All I ask is you say why :P

Edited by Ancient Demise, 07 September 2014 - 05:57 PM.


#11 Darth Futuza

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Posted 07 September 2014 - 06:09 PM

I have a feeling that even if this were implemented it would realistically take at least 1-2 years to be implemented and get the bugs kinked out...so to me it isn't really worth it.

#12 Cimarb

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Posted 07 September 2014 - 07:07 PM

View PostAncient Demise, on 07 September 2014 - 05:56 PM, said:

I think this should start between 50 and 80%, leaving plenty of room to fire weapons periodically and prevent these problems.
Maybe make the penalties increase exponentially as well, further penalizing mechs that run too close to the max heat level.

My scale was based off of the TT system, of course, which starts out at 1 OVER the heat threshold of 30, so it would start at 31 heat technically.

Where it starts, and how quickly it ramps up, are all negotiable, but the point is to have little/no penalties for low heat and increasing penalties as the heat rises. This will add an immense amount of skill to the game, but in a very simple, logical way. i.e. the whole "thinking man's shooter".

#13 Tarl Cabot

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Posted 07 September 2014 - 08:13 PM

2 credit units.

But as previously posted, regardless what formula is used for heat cap and heat dissipation, with more of the battletech foundation for dynamic changing heat values (engine crits or side Clan XL engine destroyed) and varying heat effects on how a mech performs as the value increases, any changes would be more cosmetic than anything else.

#14 Ancient Demise

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Posted 08 September 2014 - 01:26 PM

Remember that while this system makes hot builds (and coincidentally stock builds) more heat efficient, it also makes cool builds LESS forgiving as any amount of heat generated would spike your levels up significantly. All while limiting your frequency to alpha strike.


View PostCimarb, on 07 September 2014 - 07:07 PM, said:

My scale was based off of the TT system, of course, which starts out at 1 OVER the heat threshold of 30, so it would start at 31 heat technically.

Where it starts, and how quickly it ramps up, are all negotiable, but the point is to have little/no penalties for low heat and increasing penalties as the heat rises. This will add an immense amount of skill to the game, but in a very simple, logical way. i.e. the whole "thinking man's shooter".


I agree that there should be more penalties to running hot other than random components exploding and low torso damage.
I do not think the 30 heat threshold has a place in this model, however. A max heat significantly above any alpha strike heat level would indeed make this too forgiving for hot mechs. Starting the penalties at 50-80% of max heat would make any pilot think twice about firing again while still having the limiting effect on alpha strikes. A small (flat) increase to the max heat level may be acceptable but it would have to be tested in game.


As for the feasibility of implementation, I honestly do not think it would be too bad. Unless the code for the heat system is scattered with each segment pretty isolated, you could simply change the core equation and add a few variables for tweaking.
The bugs that they would have to work out are the same bugs they have now - inconsistent HPS values and deciding what they want to do about whatever is meta. The formula itself can be tweaked slightly over the coming months but I do not believe it would require any major changes. At the very least they can implement and test it on the Public Test Server. For Science!

#15 Lefty Lucy

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Posted 09 September 2014 - 09:51 AM

View PostCimarb, on 07 September 2014 - 07:07 PM, said:

My scale was based off of the TT system, of course, which starts out at 1 OVER the heat threshold of 30, so it would start at 31 heat technically.

Where it starts, and how quickly it ramps up, are all negotiable, but the point is to have little/no penalties for low heat and increasing penalties as the heat rises. This will add an immense amount of skill to the game, but in a very simple, logical way. i.e. the whole "thinking man's shooter".


You should not be quoting TT rules if you do not know them.

You only start moving up the scale if you spend more heat than your total heat sinks (or 2*total heat sinks if DHS are equipped).

So for a mech with 22 SHS you could fire 2 PPCs indefinitely without touching the scale, you'd need to fire 2 PPCs and a medium laser (or jump 3 hexes) to gain one point on the scale. For a mech with 22 DHS you can fire 4 PPCs and a medium laser without ever accruing any penalties at all (barring heat from movement or engine damage), giving an effective "heat threshold" of 44 heat per turn.

#16 Cimarb

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Posted 09 September 2014 - 11:45 AM

View PostLefty Lucy, on 09 September 2014 - 09:51 AM, said:


You should not be quoting TT rules if you do not know them.

You only start moving up the scale if you spend more heat than your total heat sinks (or 2*total heat sinks if DHS are equipped).

So for a mech with 22 SHS you could fire 2 PPCs indefinitely without touching the scale, you'd need to fire 2 PPCs and a medium laser (or jump 3 hexes) to gain one point on the scale. For a mech with 22 DHS you can fire 4 PPCs and a medium laser without ever accruing any penalties at all (barring heat from movement or engine damage), giving an effective "heat threshold" of 44 heat per turn.

I stand corrected due to poor phrasing. The heat scale goes up to 30, and anything beyond your eHS is added to that scale, with anything beyond that 30 just adding to the time you are shutdown. I just gave a 30-point eHS.

Regardless, what I said is still valid. It has been 20+ years since I have played TT, so is there anything else that needs corrected, or can we go back to discussing ideas again?

#17 Ancient Demise

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Posted 09 September 2014 - 03:05 PM

View PostLefty Lucy, on 09 September 2014 - 09:51 AM, said:


You only start moving up the scale if you spend more heat than your total heat sinks (or 2*total heat sinks if DHS are equipped).

So for a mech with 22 SHS you could fire 2 PPCs indefinitely without touching the scale, you'd need to fire 2 PPCs and a medium laser (or jump 3 hexes) to gain one point on the scale. For a mech with 22 DHS you can fire 4 PPCs and a medium laser without ever accruing any penalties at all (barring heat from movement or engine damage), giving an effective "heat threshold" of 44 heat per turn.


This is exactly what I had in mind when I started this. The current heat model allows for stock builds without any of the heat benefits that stock builds have. In fact, in most cases stock TT builds are now penalized. Take the K2 for example. It should be able to fire those 2 ppcs without too much trouble, but instead overheats very quickly. Even with 20 DHS it is still very hot.
With a heat sink:generation ratio at 1:1 you should be able to run pretty warm (or even red-line it) without overheating critically, as that is how many builds worked in TT (or why even bother with 10 SHS TT builds in the game?). The exponential function assists with the small low-damage weapons allowing you to re-fire a couple without immediately overheating. (The alternative would be to make every weapon fire only once every 10 seconds :rolleyes: )

Inefficiencies and environments would change this a little, as well as movement. I would be hesitant to add a heat penalty for walking, however, as that could encourage more hill sniping for maximum effect.

Because of the nature of the exponential function, having a max heat that includes the 30 extra in TT would allow nearly every mech to alpha strike indefinitely. If there is a system of heat penalties in this model it should be added at the higher levels of the proposed variable heat capacity, not above it.

#18 Loganauer

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Posted 10 September 2014 - 02:13 PM

This is much more complicated than it needs to be. A better solution would be for cone of fire spread, heat penalties, heat cap reduced to range between 30 and 50, drastically improved dissipation with dissipation slowing as you approach thermal equilibrium with heat sinks (encouraging heat neutrality)

That is a much simpler solution to ghost heat.

#19 Ancient Demise

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Posted 10 September 2014 - 06:04 PM

View PostLoganauer, on 10 September 2014 - 02:13 PM, said:

This is much more complicated than it needs to be. A better solution would be for cone of fire spread, heat penalties, heat cap reduced to range between 30 and 50, drastically improved dissipation with dissipation slowing as you approach thermal equilibrium with heat sinks (encouraging heat neutrality)

That is a much simpler solution to ghost heat.


Unless I am completely misreading your post, this is exactly what this does (only difference is in heat cap). I just used physics to back my argument.

#20 Loganauer

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Posted 10 September 2014 - 06:28 PM

View PostAncient Demise, on 10 September 2014 - 06:04 PM, said:


Unless I am completely misreading your post, this is exactly what this does (only difference is in heat cap). I just used physics to back my argument.


Well, this is embarrassing. There isn't a summary, so I have to skip through a lot of math and charts and it looks like you're suggesting changes to the actual weapon systems which is entirely unnecessary (for this problem)





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