FupDup, on 22 September 2014 - 01:00 PM, said:
According to Paul and Russ, they aren't currently planning on further nerfs to Clan guns (just XL penalties and Inner Sphere mech quirks)...that's the claim at least.
I'm hoping they use the tabletop XL penalties (which were actually both IS and Clan for any critical hits on the engines; it won't translate the same though since the engines have health... and that health is not enabled, so only Clans would see it).
The tabletop XL penalty was something I suffered through horrifically in the Phoenix versus Clan Wave 1 Megamek match I had.
Apparently per crit you take to the engine you get 0.5 heat per second. One crit, 5 heat per turn (10 seconds). Two crits (destroyed side torso) 10 heat per turn (1 heat per second).
Much like running is 2 heat per 10 seconds (0.2 heat per second). Jumpjetting is 3 heat minimum for jumping, with 1 additional heat per jumpjet (5 heat for 5 JJs; a 10 second flight or 1 turn is X heat per second until you land). PGI reworked that a bit, but put it as 3 and up heat PER SECOND.
So I'm terribly afraid they will do that again, assuming that things are instant and not over time, and do 10 heat per second (overkill) for losing the side torso of an XL engine.
(Fun fact: This rule applied to all engines in tabletop, but it's a lot easier to get crits on XL engines due to more slots to crit).
Combining 1 heat per second (effectively neutering 10 SHS or 5 DHS) in addition to all the DHS you lost in the side torso and arm you lost... that's absolutely crippling even in TT.
For my Nova, I lost a number of DHS just losing the arm and side torso. The heat was pretty bad, I had to keep tuning down the power on my ER MLs so that each was doing 1 heat and 3 damage with significantly reduced range in order to keep fighting. Even then, just firing 6 ER ML at 6 heat and 18 total damage, one at a time, I'd still spike enough heat to melt heatsink after heatsink and a few times hit shutdown risks. I couldn't walk or run due to a busted hip actuator. Had to do piloting rolls for every jumpjet leap, but thankfully good pilot.
In my last 10 seconds, I had only 7 DHS left; I had melted more than 5 just trying to get away while still fighting, and had reduced myself to only firing 3 ER ML at 3 damage each (1 heat each), but with the 10 heat and inability to properly cool down I overheated, the mech shut off and the pilot blacked out.
(That match is being posted in segments on
here. The Phoenix mechs versus Clan wave 1 mechs match.)
Edited by Koniving, 22 September 2014 - 05:12 PM.