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Frustrations With 10 Minimum Heatsinks

Loadout Upgrades

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#181 Pjwned

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Posted 24 December 2014 - 08:57 PM

View PostXanquil, on 24 December 2014 - 01:33 PM, said:

To be honest PGI is going to have to redesign the way the engine math is done at some point for a couple of reasons.
1: To make smaller engine like the 60 in the Urbanmech.
2: In order to make it possible to get http://www.sarna.net/wiki/XL_Gyro , and http://www.sarna.net...i/Small_cockpit
3: And most importantly to stop the confusion about the first 10 weightless HS.


I'm pretty sure that I mostly agree with this, or if not mostly then because of higher rated engines weighing the same as lower rated engines in some cases, e.g XL 250 vs XL 255, and that's dumb.

Edited by Pjwned, 24 December 2014 - 08:58 PM.


#182 InspectorG

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Posted 24 December 2014 - 09:06 PM

View PostJoseph Mallan, on 22 December 2014 - 04:17 AM, said:

It works fine and has worked fine. If you cannot work within the system, you should leave the game. I have left many a game cause I didn't like the mechanics (ShadowRun for instance and Ravenloft). STOP TRYING TO REWRITE THE GAME!


Provisional 'like'.

I get what you are saying but PGI doesnt really implement TT's heat scale. No hard 30 heatscale limit/heat penalties/etc.

Ravenloft? What didnt you like? I enjoyed it but saw it as a Call of Cthulhu knock-off where your chars were supposed to die or turn evil.

#183 wanderer

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Posted 24 December 2014 - 09:14 PM

View PostPjwned, on 24 December 2014 - 08:57 PM, said:


I'm pretty sure that I mostly agree with this, or if not mostly then because of higher rated engines weighing the same as lower rated engines in some cases, e.g XL 250 vs XL 255, and that's dumb.


Then again, in TT you had to get engines in evenly divisble multiples of tonnage, meaning one Mech would only use that 250 and not be able to fit that 255.

#184 Pjwned

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Posted 24 December 2014 - 09:19 PM

View Postwanderer, on 24 December 2014 - 09:14 PM, said:

Then again, in TT you had to get engines in evenly divisble multiples of tonnage, meaning one Mech would only use that 250 and not be able to fit that 255.


Fair enough, but that doesn't exactly have a purpose in MWO so I would like to see it still changed somehow, but I don't have any particularly great ideas myself and I'm not going to go on a crusade about it.

Just to be clear though, I would be highly against implementing that rule from TT due to how much it would kill build customization.

Edited by Pjwned, 24 December 2014 - 09:22 PM.


#185 wanderer

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Posted 24 December 2014 - 09:45 PM

View PostPjwned, on 24 December 2014 - 09:19 PM, said:


Fair enough, but that doesn't exactly have a purpose in MWO so I would like to see it still changed somehow, but I don't have any particularly great ideas myself and I'm not going to go on a crusade about it.

Just to be clear though, I would be highly against implementing that rule from TT due to how much it would kill build customization.


Agreed, it's nice being able to custom fit engines. And MWO puts engine limits in instead lest we have 400XL Wubsomes or warp speed lights.

#186 Utilyan

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Posted 24 December 2014 - 10:39 PM

This might be a shock to some people because we are not all videogame designers, im not. Nor am I a programmer.

But the engines are not REAL. There is not a real engine inside of a real mech. :rolleyes:


You can't for example strip an atlas of all armor and equipment, shove the biggest engine and start sprinting around at 300kph.



So current system which they thought up because it was probably easier to understand and skipped over the whole gyro/cockpit/engine heatsink thing. Or coding wise it was simple.


There is nothing to stop them from making up a "new style engine" that conforms to the TT, They are already out the the TT anyways.

Just with quirks we already stepped off the deep end far as design goes. Im surprised we are just choosing out of one medium laser rather then 20 brands each with differ characteristics. Maybe they are just doing baby steps and we will see faction-weapons, faction engines, faction mechs, ect. :)

#187 CaptainScumBa11s

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Posted 24 December 2014 - 11:17 PM

I dont get why I HAVE to run arms. If i dont put anything in them the armor and internals are wasted tonnage. jokes aside. Im all for just building the 10HS into the engine totals. it frees up some crit slots and as a mediocre light player i havnt had any problems with the current set up. The argument that "It makes MWO better" is up in the air. alot of the cases it allows become death traps and a good cause that does not make. id prefer a module that lets you "run hot"

Edited by TheKillerWolf, 24 December 2014 - 11:43 PM.


#188 Marcel Bekker

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Posted 24 December 2014 - 11:51 PM

View PostTheKillerWolf, on 24 December 2014 - 11:17 PM, said:

I dont get why I HAVE to run arms. If i dont put anything in them the armor and internals are wasted tonnage. jokes aside. Im all for just building the 10HS into the engine totals. it frees up some crit slots and as a mediocre light player i havnt had any problems with the current set up. The argument that "It makes MWO better" is up in the air. alot of the cases it allows become death traps and a good cause that does not make. id prefer a module that lets you "run hot"


Engines below 250 rating do not have all 10 sinks in the engine because there is not enough space in the engine to fit all of them inside.

The 10 heat sinks are a fixed minimum needed on every single mech because with less than 10, the mech could not dissipate its movement heat and would have to stand still or slow down in regular intervals to avoid a shutdown. And good luck firing any kind of weapon while moving.

View PostTheKillerWolf, on 24 December 2014 - 11:17 PM, said:

*snip*
id prefer a module that lets you "run hot"


Well, there is not a module but a skill for that already in the game. It is called "Heat Containement" ;)

#189 Pjwned

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Posted 25 December 2014 - 07:59 AM

View PostMarcel Bekker, on 24 December 2014 - 11:51 PM, said:

Engines below 250 rating do not have all 10 sinks in the engine because there is not enough space in the engine to fit all of them inside.


Some number of people seem to think that should change, and I don't really see too many reasons to disagree.

Quote

The 10 heat sinks are a fixed minimum needed on every single mech because with less than 10, the mech could not dissipate its movement heat and would have to stand still or slow down in regular intervals to avoid a shutdown. And good luck firing any kind of weapon while moving.


I don't know if that's true in other games (seems doubtful) but that's not the case in MWO according to this post:

Quote

Your engine generates heat the higher your throttle is.

At 66% throttle the engine generates heat up to the equivalent of 1 single heatsink.
At 100% throttle the engine generates heat up to the equivalent of 2 single heatsinks.


Quote

Well, there is not a module but a skill for that already in the game. It is called "Heat Containement" ;)


Cute.

Edited by Pjwned, 25 December 2014 - 08:04 AM.


#190 Pjwned

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Posted 26 December 2014 - 07:45 AM

View Postwanderer, on 24 December 2014 - 09:45 PM, said:

Agreed, it's nice being able to custom fit engines. And MWO puts engine limits in instead lest we have 400XL Wubsomes or warp speed lights.


Engine limits is something that I mostly agree with though, having something like a 400 XL engine HBK-4P with 9 small lasers (or, like you said, warp speed lights) is dumb and I'm glad PGI put a stop to that, and it also makes certain mech variants interesting like the CN9-D with its huge 390 rated engine cap.

The limit does kind of prevent me from using certain mechs/mech variants though, since due to my general dislike for slow mechs I pretty much will not use any Stalker, and as much as I'd like to maybe use another Centurion variant (besides the CN9-D) the engine limit on them is too low for how I'd like to play them, so I wouldn't argue with less engine limit restrictions for some mechs.





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