ollo, on 22 January 2015 - 10:04 AM, said:
Somebody did the math and with pilot skills, I think up to 17 DHS they actually are better than DHS, with additional DHS it drops below 2 HD/s.
Yeonne Greene, on 23 January 2015 - 08:58 AM, said:
I think it's the other way around. Up to 17, the DHS are better because the in-built 10 for the engine are true 0.2 DHS and it coasts on that until 17. After that, the SHS start displaying their superior 0.1 HPS/slot stacking abilities.
With 17 DHS and a 250+ engine; this counts as 10x Truedubs, and 7x 1.4. Total heat capacity = 30+20+9.8 = 59.8 capacity. Total heat dissipation = 10x0.2 + 7x0.14 = 2.98 HPS. 7 DHS is 21 critical slots for IS and 14 for Clan and 7 tons.
To get equivalent heat capacity one would need 59.8-30-10 = 19.8 (20) extra SHS on top of what's there which is 20 slots and
20 tons. Doable if an assault mech.
Dissipation would be equal to 10x0.1 + 20x0.1 = 3 HPS.
Beyond these breakpoints, SHS is better for both dissipation and heat capacity, presuming you have the tonnage. That being said, 20 tons alone for heatsinks is already going to restrict what you can put onto a mech; and at 10 tons per 1 HPS when weapons like Medium Lasers already generate 1.03 HPS it's going to be pretty difficult still to have a cool running design. Of course, since you're already 20 tons less due to running so many SHS, there won't be much to put on. In this build, for example of a
CTF-3D, 22SHS is not only matched by the engine heatsinks alone (10 truedubs + 2 in-engine slot) but
surpassed by 0.08. And you also get 10 slots and 10 tons free for heavier weaponry. SHS only really make sense if you are so slot starved that you can't afford external DHS; yet so tonnage free due to mounting relatively light weaponry that you have lots to work with; or mounting slot-intensive but cool running weapons like LRM20 or AC20. People still running SHS in Atlas variants immediately after the launch of DHS can attest to this.
Having said that, it's
really, really hard to justify sticking with SHS in the current iteration of the game. In-engine slots for DHS every 25 rating above 250 are so slot and tonnage efficient that at 325 rating or so you're probably better off with DHS. For XL engines, even more so. There's a reason why SHS are conspicuously absent in most mechs post 3050; because unless strapped for cash, swapping SHS for DHS was THE biggest upgrade for any mech; and you didn't have to worry about availability of Endo Steel or having to pay through the nose to repair ferro-fibrous and a
100% increase in tonnage efficiency of cooling meant being able to run significantly hotter weapons.
In MWO, this is less of a factor; but even so, SHS went the way of the dodo once the 3050 upgrades dropped; because the fact of the matter is that tripling or quadrupling rate of fire and thus heat output means that 1ML becomes 3ML; and even on a 10 second heat dissipation that's going to tax your sinks. Again, this is another reason why PGI might have been better off with refining the Solaris rules instead of completely borking up standard rules; or at least, if firing rate was to be increased, then to divide damage by how many times in 10 seconds it could be fired, thus increasing TTK and reducing the effectiveness of instant convergence.
Frosty Brand, on 23 January 2015 - 01:18 PM, said:
For [new] heat scale balance, ghost heat remove.
I think a few people are forgetting that a hat scale change would necessitate removing ghost heat... at least if the game isn't thrown out of balance worse then before.
Whilst the OP doesn't specify removal of Ghost heat, I would think that it would be implicit in any implementation that crushes the heat capacity down. Ghost heat was implemented in order to counteract the massive heat capacity bloat, after all. Also the fact that Ghost heat doesn't address 2PPC 1Gauss at all; whereas a 30 heat capacity and heat penalties at 50-90% would.
The most radical implementation would be to go the way of Living Legends or MW3-4; where heat capacity is essentially unbound; but as soon as a threshold is exceeded; shutdown would occur after 3-5 seconds. LL even had heat sink damage; though it did not manage to put in speed penalties or the UI degradation of MW4. MWO only has internal damage over time; but
only if 100% heat is hit; and at 60+ capacity that's only going to deter all but the most unrelenting of alpha strikers.