

Drop The 10 Minimum Heatsink Rule
#1
Posted 22 October 2014 - 09:48 PM
I say it because I feel tempted to abuse the system with crack builds & leverage that vaunted inner sphere loadout flexibility in ways which might make BT purists blush, or strangle me.
.
http://mwo.smurfy-ne...e562909514a2614
#2
Posted 22 October 2014 - 10:05 PM
In my own opinion, I'm fine with the 10 minimum rule but I'm not fine with some of those 10 being located outside of sub-250 engines. All of those 10 should be inside of the engine, and the engine's tonnage should be increased accordingly to represent this. As an example, let's look at that XL145 your BJ carries:
Current:
<Module id="3327" name="Engine_XL_145" CType="CEngineStats" faction="InnerSphere"> <Loc nameTag="@Engine_XL_Fusion_145" descTag="@Engine_XL_Fusion_145_desc" iconTag="StoreIcons\XLEngine.dds" /> <EngineStats slots="6" sideSlots="3" sidesToDie="1" rating="145" weight="2.5" heatsinks="5" health="15" /> </Module>
Proposed:
<Module id="3327" name="Engine_XL_145" CType="CEngineStats" faction="InnerSphere"> <Loc nameTag="@Engine_XL_Fusion_145" descTag="@Engine_XL_Fusion_145_desc" iconTag="StoreIcons\XLEngine.dds" /> <EngineStats slots="6" sideSlots="3" sidesToDie="1" rating="145" weight="7.5" heatsinks="10" health="15" /> </Module>
So in the end, the tonnage required is the same (because external sinks require tonnage), but you save a lot of critical slots. This would put low-engine-limit mechs like 20 tonners, 25 tonners, and some slow 45 tonners on a slightly more even playing field against their heavier brethren. It would also improve their heat efficiency due to 2.0 Trudubs instead of 1.4 Poordubs.
#3
Posted 22 October 2014 - 10:14 PM
FupDup, on 22 October 2014 - 10:05 PM, said:
In my own opinion, I'm fine with the 10 minimum rule but I'm not fine with some of those 10 being located outside of sub-250 engines. All of those 10 should be inside of the engine, and the engine's tonnage should be increased accordingly to represent this. As an example, let's look at that XL145 your BJ carries:
Current:
<Module id="3327" name="Engine_XL_145" CType="CEngineStats" faction="InnerSphere"> <Loc nameTag="@Engine_XL_Fusion_145" descTag="@Engine_XL_Fusion_145_desc" iconTag="StoreIcons\XLEngine.dds" /> <EngineStats slots="6" sideSlots="3" sidesToDie="1" rating="145" weight="2.5" heatsinks="5" health="15" /> </Module>
Proposed:
<Module id="3327" name="Engine_XL_145" CType="CEngineStats" faction="InnerSphere"> <Loc nameTag="@Engine_XL_Fusion_145" descTag="@Engine_XL_Fusion_145_desc" iconTag="StoreIcons\XLEngine.dds" /> <EngineStats slots="6" sideSlots="3" sidesToDie="1" rating="145" weight="7.5" heatsinks="10" health="15" /> </Module>
So in the end, the tonnage required is the same (because external sinks require tonnage), but you save a lot of critical slots. This would put low-engine-limit mechs like 20 tonners, 25 tonners, and some slow 45 tonners on a slightly more even playing field against their heavier brethren. It would also improve their heat efficiency due to 2.0 Trudubs instead of 1.4 Poordubs.
The build I posted (da boomjack) is similar to dual wielding ac20 boomjagers. It has less armor but could make up for that with smaller hitboxes, faster torso and arm movement and an overall smaller frame. There may be builds that would have great heat dissipation with less than 10 minimum heat sinks. Removing the limit could increase the flexibility of inner sphere loadouts and represent a buff. Or, it could break the system and result in imbalance. Clueless on what the effects would be, but thought it might be an interesting topic.
I think the default heatsinks located inside the engine receive a full 2x heat dissipation bonus with double heat sinks.
That may be the reason for lighter engines not having the internal default sinks. There are workarounds for some slots possibly providing a 2x heatscale bonus and others opting for the 1.4. It would change the heat scaling and make it easier for hot builds to avoid overheating.
Edited by I Zeratul I, 22 October 2014 - 10:15 PM.
#4
Posted 22 October 2014 - 10:20 PM
I Zeratul I, on 22 October 2014 - 10:14 PM, said:
It would increase flexibility in some cases, but I don't really like the way it's achieved. Basically, what removing the 10 rule does is make the engine lighter than it really was "meant to be." That XL145 for example is technically "supposed" to be 7.5 tons (engine weight + cockpit + gyro + external sinks), although the fact that some of the 10 sinks are external can give the deceiving appearance that the engine was supposed to be only 2.5 tons instead of 7.5.
I don't think it would break anything per se in most cases, but I don't think the engines really need to be "lighter."
I Zeratul I, on 22 October 2014 - 10:14 PM, said:
That may be the reason for lighter engines not having the internal default sinks. There are workarounds for some slots possibly providing a 2x heatscale bonus and others opting for the 1.4. It would change the heat scaling and make it easier for hot builds to avoid overheating.
The sinks built into the engine are 2.0, but all external sinks (even some of the 10 required ones) are 1.4. So in the Boomjack example, if it mounted its 5 required external sinks, it would have 5 Trudubs and 5 Poordubs.
If I had to guess, the reason the FASA made sub-250 engines have to have some of the 10 sinks external is probably because of some sort of quasi-realism line of thinking rather than a game balance issue.
#5
Posted 22 October 2014 - 10:26 PM
Besides, if you're going to make a BoomJack as a mini BoomJager, this is how you do it.
#6
Posted 22 October 2014 - 10:35 PM
I Zeratul I, on 22 October 2014 - 09:48 PM, said:
I say it because I feel tempted to abuse the system with crack builds & leverage that vaunted inner sphere loadout flexibility in ways which might make BT purists blush, or strangle me.
.
http://mwo.smurfy-ne...e562909514a2614
lets me express my thoughts briefly
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoooooooooooooooooooooooooooooooooooooo
#7
Posted 22 October 2014 - 10:53 PM
FupDup, on 22 October 2014 - 10:20 PM, said:
I don't think it would break anything per se in most cases, but I don't think the engines really need to be "lighter."
The sinks built into the engine are 2.0, but all external sinks (even some of the 10 required ones) are 1.4. So in the Boomjack example, if it mounted its 5 required external sinks, it would have 5 Trudubs and 5 Poordubs.
If I had to guess, the reason the FASA made sub-250 engines have to have some of the 10 sinks external is probably because of some sort of quasi-realism line of thinking rather than a game balance issue.
2.5 ton engine sounds good to me, bro. If heat constraints can be met with 5 heat sinks as opposed to 10 minimum. A lack of 5 tons of heat sinks shouldn't represent a design flaw?
I've used super small standard engines on assault mechs with a top speed of 43 kph. The smaller engine size allows you to trade slots for overall tonnage. It acts like a quasi form of endosteel or ferro fibrous armor.
Yeonne Greene, on 22 October 2014 - 10:26 PM, said:
Besides, if you're going to make a BoomJack as a mini BoomJager, this is how you do it.
I don't think engine rating affects torso twist speed. It only affects turn rates. The way I would use a dual ac20 blackjack is to hide undercover. Run into the open, fire both ac20's. Then run back behind cover. 40 pinpoint damage. More than dual gauss. In reality, I'd probably be LRM'ed, PPC'ed and gauss'ed to death long before getting inside 300 m. But we don't have to talk about that, do we?
That looks like a good build you posted. I think I'll try it sometime. Thx.
Hades Trooper, on 22 October 2014 - 10:35 PM, said:
lets me express my thoughts briefly
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoooooooooooooooooooooooooooooooooooooo
No?
yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyYYyYy'yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
#8
Posted 22 October 2014 - 10:58 PM
- increase the weight of engines
- below 250 for 1t
- below 225 for 2t
- below 200 for 3t
- below 250 for 1t
- if you want to have a Mech wit 200 STD - and 10 heatsinks you have to buy the weight
- engine 8.5t
- gyro 2t
- cockpit 3t
- an because we have dropped the 10 heat sink rule - 2t for the additional heatsinks
- = the CN9-A could have 8 heat sinks or 10 heatsinks but they will cost him 2tons of payload
- engine 8.5t
- engines in the engine are free
- 300 engine get 12 heat sinks for nothing
- 400 engine get 16 heat sinks for nothing
- considering the average reactor size in my builds - I think its a great idea
- 300 engine get 12 heat sinks for nothing
Thor - get additional 4 tons of payload. The Timberwolf gets 5, the Stormcrow - well the Stormcrow don'T get more weapons but 3 additional heatsinks.
The Atlas - is happy about 2ton more loadout - or 3t in case you install the 325....
Edited by Karl Streiger, 22 October 2014 - 11:02 PM.
#9
Posted 22 October 2014 - 11:41 PM
Karl Streiger, on 22 October 2014 - 10:58 PM, said:
- increase the weight of engines
- below 250 for 1t
- below 225 for 2t
- below 200 for 3t
- below 250 for 1t
- if you want to have a Mech wit 200 STD - and 10 heatsinks you have to buy the weight
- engine 8.5t
- gyro 2t
- cockpit 3t
- an because we have dropped the 10 heat sink rule - 2t for the additional heatsinks
- = the CN9-A could have 8 heat sinks or 10 heatsinks but they will cost him 2tons of payload
- engine 8.5t
- engines in the engine are free
- 300 engine get 12 heat sinks for nothing
- 400 engine get 16 heat sinks for nothing
- considering the average reactor size in my builds - I think its a great idea
- 300 engine get 12 heat sinks for nothing
Thor - get additional 4 tons of payload. The Timberwolf gets 5, the Stormcrow - well the Stormcrow don'T get more weapons but 3 additional heatsinks.
The Atlas - is happy about 2ton more loadout - or 3t in case you install the 325....
I'm not certain how you took a buff to small engines & turned it into a nerf.

Maybe inner sphere mechs could use additional flexibility in loadouts considering that's one of their advantages over clan tech.
I wouldn't care to see clan mechs gain additional boosts. Every clan mech I've ever used has been extremely good as is. Even the nova.
#10
Posted 22 October 2014 - 11:57 PM
I Zeratul I, on 22 October 2014 - 11:41 PM, said:

By using the "Stock" engine weights.
Let me show you
Hm - duno the armor values for the Centurion from my memory...maybe 8tons...i take the Hunchback 10tons
- Hunchback 50t
- Structure 5t
- Cockpit 3t
- Engine 200 STD - 8.5t
- Gyro (Engine Rating/100 Round up) = 2t
- Armor 10t
- Heatsinks 13 - 10 free + 3tons
- AC 20 14t
- Ammo 2t
- 2x MLAS 2t
- 1 SLAS 0.5t
- Structure 5t
If you say - you don't need 10 heat sinks - you drop the number of heatsinks to 11 - but you don't get additional two tons. Because free heatsinks don't have a weight
So its a nerf.
Is it perfect? No - there are flaws with this system - you hardly can mount DHS on a light Mech
But its the system PGI decided to use
Why have free heat sinks no weight? Can't tell - maybe its the "size" of the engine and the area it consumes. Like a radiator
Edited by Karl Streiger, 22 October 2014 - 11:59 PM.
#12
Posted 23 October 2014 - 06:04 AM
I Zeratul I, on 22 October 2014 - 09:48 PM, said:
I say it because I feel tempted to abuse the system with crack builds & leverage that vaunted inner sphere loadout flexibility in ways which might make BT purists blush, or strangle me.
.
http://mwo.smurfy-ne...e562909514a2614
We would also probably just shake our head and look at you sympathetically.
Hades Trooper, on 23 October 2014 - 06:00 AM, said:
Cause i said so, that should be enough. if i say something then it's law.
get the drift yet?
No... I'm The Law, and you are not a member as far as I know.

#13
Posted 23 October 2014 - 06:05 AM
Edited by Yoseful Mallad, 23 October 2014 - 06:08 AM.
#14
Posted 23 October 2014 - 04:28 PM
I Zeratul I, on 22 October 2014 - 10:53 PM, said:
That looks like a good build you posted. I think I'll try it sometime. Thx.
I am pretty sure it does affect torso twist speed, as well as turn rate. Also, that AC/40 Blackjack is too slow and too squishy to do what you just described. With any single one of my current 'Mechs, even the hard-mode LCT-1V, you'd be dead inside 10 seconds with nothing to show for it. The only thing you might get away with is powering down and ambushing single enemies as they walk past you.
Edit: Finally, I wouldn't call that BooomJack build I posted good. It's still too slow and its arms are extremely weak. It does have the advantages of more range and higher speed than the AC/40, but against something like this, or this, or this, it's doomed.
Edited by Yeonne Greene, 23 October 2014 - 04:43 PM.
#15
Posted 23 October 2014 - 04:37 PM
And that is not a bad thing
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