Edited by M0rpHeu5, 18 September 2014 - 06:20 AM.


Allow Launch With Less Than 10Heat Sinks
#1
Posted 17 September 2014 - 09:24 AM
#2
Posted 17 September 2014 - 09:27 AM
#3
Posted 17 September 2014 - 09:28 AM
WonderSparks, on 17 September 2014 - 09:27 AM, said:
M0rpHeu5, on 17 September 2014 - 09:24 AM, said:
#4
Posted 17 September 2014 - 09:31 AM
#5
Posted 17 September 2014 - 10:32 AM
#6
Posted 17 September 2014 - 11:02 AM
#7
Posted 17 September 2014 - 11:06 AM
Durant Carlyle, on 17 September 2014 - 11:02 AM, said:
And what is proposed is to change the rules. It would really help especially light mechs that use almost no energy weapons, like ballistics Locusts and Spiders. The heatsinks are just a waste of space.
#8
Posted 17 September 2014 - 11:08 AM
PGI balanced the smaller engines (less then 250) by subtracting the weight of the missing heat sinks from the cost of the engines. Normally those engines weighed more but had a number of weightless free heat sinks that must be allocated on the mech.
#9
Posted 17 September 2014 - 11:08 AM
Savage Wolf, on 17 September 2014 - 11:04 AM, said:
With that thinking, every 'Mech in the game should be able to equip a 400XL engine to go faster.
Because, you know, weight is only a restriction in the rules of BattleTech and it should be removed.
Not to mention that the vast majority of 'Mechs need more heat dissipation, not less. Less than ten heat sinks won't actually help the vast majority of these.
Edited by Durant Carlyle, 17 September 2014 - 11:09 AM.
#10
Posted 17 September 2014 - 11:13 AM
Durant Carlyle, on 17 September 2014 - 11:08 AM, said:
Because, you know, weight is only a restriction in the rules of BattleTech and it should be removed.
Not to mention that the vast majority of 'Mechs need more heat dissipation, not less. Less than ten heat sinks won't actually help the vast majority of these.
No, because there are balancing reasons not to allow all mechs to use an 400XL engine. I said if lore was the only reason not to allow it, then it wasn't an excuse. And it could even help balance by making some underpowered mechs more useful.
#11
Posted 17 September 2014 - 11:13 AM
Savage Wolf, on 17 September 2014 - 11:06 AM, said:
Do away with IS/Clan weapon differences! Lore is the ONLY reason it exists!
And throw away the idea of using Mechs, we use Horses now! Because, the ONLY reason we are using Mechs is LORE!
Ahand WHAT THE **** with those restrictions on JJs and ECM only on SOME mechs? AWAY with thee mean menace! You are ONLY here because of LORE!
Lets just scrap it ALL, and do Call of Duty instead!
#12
Posted 17 September 2014 - 11:19 AM
Garandos, on 17 September 2014 - 11:13 AM, said:
No, the differences exist because it's nice that they have different playstyles and feel. So there is a reason other than lore.
Garandos, on 17 September 2014 - 11:13 AM, said:
You don't like mechs? I do. So I'd call that a reason.
Garandos, on 17 September 2014 - 11:13 AM, said:
There could be some merit to this, but it needs to be balanced. But then again, there is no balance to it now.
#13
Posted 17 September 2014 - 11:35 AM
#14
Posted 17 September 2014 - 11:37 AM
The weight of the heatsinks you need to install is deducted from the engine weight already. If you remove the 10 heatsink rule, those engines would need to get heavier again. So either way, you wouldn't get more tonnage.
What you are currently suggesting is not a boost for light mechs, but a legal cheat of the construction rules, that would be only possible because of PGIs way of calculating engine weight.
I'll give you an example:
Original rules
A tabletop 160 standard reactor weighs 6 tons. It comes with ten heatsinks of which 6 are mounted inside the engine and four are external, as the reactor is to small to accomodate them all.
Additionally you have a 3 ton cockpit and a 2 ton Gyro to accomodate.
Total weight of those components = 11 tons (6 tons engine + 3 tons cockpit + 2 tons gyro + 0 tons heatsinks
Total number of critical slots used = 15 (6 engine + 1 cockpit + 4 gyro + 4 heatsinks)
Mechwarrior Online rules
A MWO 160 standard reactor weighs 7 tons. It already includes the weight of the cockpit and the gyro, but the weight of the four heatsinks (4 tons) that need to be mounted are subtracted.
Total weight of those components = 11 tons (7 tons engine + 0 tons cockpit + 0 tons gyro + 4 tons heatsinks)
Total number of critical slots used = 15 (6 engine + 1 cockpit + 4 gyro + 4 heatsinks)
The result is the same, only the calculation is different. This difference allows you to make such a suggestion, but it is actually breaking the rules. Do you really want to suggest a cheat to help the light mechs (and I don't believe they need that help)?
Edited by Egomane, 17 September 2014 - 11:50 AM.
#15
Posted 17 September 2014 - 11:48 AM
Leopardao, on 17 September 2014 - 11:35 AM, said:
I know it was. But it was also an opinion and I could still use the quotes to further explain my point.
Egomane, on 17 September 2014 - 11:37 AM, said:
I wasn't however aware that the weight of the heatsinks had been removed from the engines. But wouldn't that mean that had to add heatsinks to some mechs to make the stock builds valid? Not that I really would have a problem with that, but mostly they seem to stick to the original builds.
And also, even if that is the case, I still think that it would make sense to remove the restriction simply because all it effects are underpowered mechs that could do with some extra tonnage.
Egomane, on 17 September 2014 - 11:37 AM, said:
A legal cheat is not a cheat. It's a rule change. And MWO has already made plenty of those. You even mentioned them with regards to the engines and internal heatsinks. Why not also change this is it helps balance. That's what rules are meant to provide anyway.
Edited by Savage Wolf, 17 September 2014 - 11:52 AM.
#16
Posted 17 September 2014 - 11:56 AM
Savage Wolf, on 17 September 2014 - 11:48 AM, said:
All original builds have at least 10 heatsinks. This is the same in MWO. Except for some light modifications for borderline cases, the standard loadouts of the MWO mechs are the same as the ones on the tabletop record sheets.
Savage Wolf, on 17 September 2014 - 11:48 AM, said:
No, it's still a cheat! It is still circumventing a rule. It is just no longer punishable.
Edited by Egomane, 17 September 2014 - 11:57 AM.
#17
Posted 17 September 2014 - 12:01 PM
Egomane, on 17 September 2014 - 11:56 AM, said:
So they already changed the rules (or made allowed legal cheats or whatever) and they probably did so for balancing reasons. Why not make one more small change?
#18
Posted 17 September 2014 - 12:01 PM
Savage Wolf, on 17 September 2014 - 11:48 AM, said:
No, the Heat SInks were already there.
In TT, you have to distribute the HS in the mech, but they weigh nothing because they came with the engine. In MWO, they have weight, but don't come with the engine weight.
This is why the XL100 and any engines under 100 would have a negitive weight rating, which is why we don't have them, which is why we don't have the Urban Mech.
#19
Posted 17 September 2014 - 12:10 PM
Egomane, on 17 September 2014 - 11:56 AM, said:
Cheat against what? If the rules say that it is allowed, then you aren't cheating! And you can't circumvent a rule if it's not there anymore. It would simply be a slightly different set of rules.
And all other active rulesets out there are constantly revising themselves because they find ways to make them better. Like removing rules that have no real function. Less rules are simpler rules.
Bront, on 17 September 2014 - 12:01 PM, said:
In TT, you have to distribute the HS in the mech, but they weigh nothing because they came with the engine. In MWO, they have weight, but don't come with the engine weight.
But then they use crit slots that wasn't used before, right? And so the builds are different. Functionally exactly the same, but still build differently.
#20
Posted 17 September 2014 - 12:19 PM
Savage Wolf, on 17 September 2014 - 12:10 PM, said:
No, they used the crit slots before as well. Please see my example calculation above.
The borderline cases I mentioned, where something on the loadout was changed, are for example rear firing weapons and such. We have no firing behind yourself without turning in MWO. The weapons are still there in MWo, they just switched directions.
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