EgoSlayer, on 20 December 2014 - 10:45 AM, said:
But the construction system doesn't let you have the same build with more dissipation. If you want more dissipation you have to reconfigure the build. Where would you get that extra tonnage for the heatsinks? You'd have to remove guns/equipment to get that tonnage, which means less upfront "burst" damage. It's a tradeoff.
EgoSlayer, on 20 December 2014 - 10:45 AM, said:
There are for simplicities sake three main reasons to disengage.
1) repositioning
2) under fire/avoid damage
3) At/near heat threshold/can't combat
There are plenty of times where one, two, or all three are in effect.
But in a fur ball, even in today's environment, there are also plenty of times where only #3 is in effect. Where you are not under fire, have free shots, and the enemy is unable or unwilling to retaliate. And these situations are where the "unbalanced boogeyman" changes the game and drops the TTK. The SPL Firestarter vs the lone DW for example.
End even more, everyone's time in #3 is reduces, so everyone can reengage faster so all combats get shorter.
"Too much of a good thing" means everyone can spend more of their time shooting, it doesn't matter if 80% of the time it's a wasted benefit, because its the 20% of the combat time that matters.
In case I didn't make it clear enough yet, when I'm talking about net heat I'm not talking about massively spiking up from 0% threshold to 70% threshold. Even having just a wee little bit higher heat per second than cooling per second counts, i.e. an arbitrary example of a build with 3.5 cooling per second but 3.75 heat per second qualifies.
I'm not saying that heat efficiency is bad. I'm saying that you don't want to have your threshold at 0% for the entire fight. Going a little above 0% heat is fine. Being able to fire for a decent period is good. I like efficient builds like muh precious 4 LPL + 27 DHS Warhawk. But being able to hold down the trigger for 15 minutes uninterrupted is fairly pointless. It's possible (and practical) to be heat efficient without being totally heat neutral.
The best way I can sum it up is:
All heat neutral builds are heat efficient, but not all heat efficient builds are heat neutral.
If a loadout has more than 1 weapon/weapon type mounted, the way it can still contribute damage during "situation #3" is by simply not firing every weapon at the same time until it cools down enough to fire da big gunz. I.e. a loadout with SRMs and lasers might hold off on the lasers for a salvo or two while still using the SRMs. The basic design principle for such a build would be for an alpha stirke to generate heat faster than the dissipation rate while having one individual weapon group generating less heat than the dissipation rate. So, it would fire alphas until it gets high up on the heat bar, then only fire that one group while it waits for the next full alpha to be possible (without shutting down).
The ERML/ASRM6 Timberwolf is a popular example of this, with a full alpha heating it up fairly quickly but the SRMs used without the lasers generating less heat than the mech dissipates.
Not every salvo needs to be a full alpha strike.
Edited by FupDup, 20 December 2014 - 11:10 AM.