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Why Not True Dhs And 30 Heat Treshold


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#101 ollo

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Posted 22 January 2015 - 10:04 AM

View PostLily from animove, on 16 January 2015 - 02:46 AM, said:

I just wonder why we do not have this system and have the big heat treshold stuff.

In my opinion 30fixed heattreshold + true DHS, the entire game would be less PPFLD except 2 gauss 2 (ER)PPC.

I am not in MWO since the beginning, so what caused the system we have now?
Or what was flawed with the 30 heat true DHS to not be used?


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.

#102 Y E O N N E

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Posted 23 January 2015 - 08:58 AM

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.

#103 Rinkata Prime

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Posted 23 January 2015 - 09:03 AM

STOP IT. Single heat sinks are already killed at all. DHS overbuffed already!
In a lore DHS was very rare and expensive, but in MWO every pug is handle with them.
SO QUIT IT!

#104 Lily from animove

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Posted 23 January 2015 - 09:33 AM

View PostRinkata Kimiku, on 23 January 2015 - 09:03 AM, said:

STOP IT. Single heat sinks are already killed at all. DHS overbuffed already!
In a lore DHS was very rare and expensive, but in MWO every pug is handle with them.
SO QUIT IT!


exactly like endo anfd FF and yet nearly every mech has it. and it sems to be more lostech amongst clanmechs than Is mechs.

#105 Alex Morgaine

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Posted 23 January 2015 - 01:18 PM

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.

#106 Matthias Malthias

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Posted 26 January 2015 - 02:18 AM

View Postollo, 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.


View PostYeonne 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.

View PostFrosty 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.

#107 happy mech

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Posted 26 January 2015 - 10:12 AM

setting the heat cap to 30 with no ways to increase it (heatsinks, pilot skills) and removing ghostheat is a good start

penalties or 0.2 dhs depending on how it performs, some quirks reworked (heatgen) too

recoil on acs is a good idea (depending on tonnage, atlas with ac20 does not feel it much, but blackjack firing ac20 will feel an effect similar to its impact (shake, slowed down)), possibly reducing ammo too

shs are offtopic

#108 Rinkata Prime

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Posted 26 January 2015 - 12:55 PM

View Posthappy mech, on 26 January 2015 - 10:12 AM, said:

recoil on acs is a good idea (depending on tonnage, atlas with ac20 does not feel it much, but blackjack firing ac20 will feel an effect similar to its impact (shake, slowed down)), possibly reducing ammo too

Blackjack with AC20 must fall down and become helpless right at the drop point, because of a huge weight of AC20. Same to a Raven.
And same to all other light and medium mechs except only a Hunchback, because it is specially designed to use this weapon.

Edited by Rinkata Kimiku, 26 January 2015 - 12:55 PM.


#109 Lily from animove

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Posted 26 January 2015 - 01:10 PM

View PostRinkata Kimiku, on 26 January 2015 - 12:55 PM, said:

Blackjack with AC20 must fall down and become helpless right at the drop point, because of a huge weight of AC20. Same to a Raven.
And same to all other light and medium mechs except only a Hunchback, because it is specially designed to use this weapon.


NO, and yes, maybe with the current one bullet AC's, but lore also has Ac 20's which fire many small bullets. (because lore just knows X damage per round, and does nt apply X damage in one projectile). So araven may ay have to utilise a 1dmg/bullet ac firing 20 bullets.

#110 Lightfoot

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Posted 26 January 2015 - 01:14 PM

So if my mech has 20 DHS, the first 40 points of heat are absorbed by the DHS at 2 heat per and then another 30 heat to shutdown? Because the heatsinks actually sink the heat before they shed it. See MW3 DHS in action. If you had a bunch of DHS in MW3 you got the heat spike and then it sank in less than a second until there was a build-up from continuous firing. Then you pause for a round and cool off.

#111 Lily from animove

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Posted 26 January 2015 - 01:18 PM

View PostLightfoot, on 26 January 2015 - 01:14 PM, said:

So if my mech has 20 DHS, the first 40 points of heat are absorbed by the DHS at 2 heat per and then another 30 heat to shutdown? Because the heatsinks actually sink the heat before they shed it. See MW3 DHS in action. If you had a bunch of DHS in MW3 you got the heat spike and then it sank in less than a second until there was a build-up from continuous firing. Then you pause for a round and cool off.



nonono, MW3 had a constant cooldown niveau, and 30 treshold.

#112 Rinkata Prime

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Posted 26 January 2015 - 01:27 PM

View PostLily from animove, on 26 January 2015 - 01:10 PM, said:


NO, and yes, maybe with the current one bullet AC's, but lore also has Ac 20's which fire many small bullets. (because lore just knows X damage per round, and does nt apply X damage in one projectile). So araven may ay have to utilise a 1dmg/bullet ac firing 20 bullets.

Ok. Simple math. AC20 weight = 14 tons. Raven weights 35 tons.
35 - 14 = 21 ton left. So Raven had only 21 ton to balance an arm which weights 14 tons. And make sure arm has his own weight. Raven must instant fall on equip AC20.

Now Blackjack. 45 - 14 = 31 ton to balance a 14 ton arm. Well this one maybe not instant fall on equip, but let him make a single step and he will meet the ground. So yeah, MW4 weapon slot size was a very VERY good idea.

P.S.:
You can make a simple test. AC20 (14 tons) is an 0,67 of a free Raven weight (21 tons).
So let's imagine that your weight is 70 kgs, so you must take in one your arm something with weight of 46,9 kgs (0,67 of your weight).
Ok now try to stay still and brave like a soldier facing evil sergeant. :D

Edited by Rinkata Kimiku, 26 January 2015 - 01:41 PM.


#113 Yokaiko

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Posted 26 January 2015 - 01:28 PM

View PostRinkata Kimiku, on 23 January 2015 - 09:03 AM, said:

STOP IT. Single heat sinks are already killed at all. DHS overbuffed already!
In a lore DHS was very rare and expensive, but in MWO every pug is handle with them.
SO QUIT IT!



I lore assaults were rare and fearsome.

Get over that bit.

#114 Lily from animove

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Posted 26 January 2015 - 01:42 PM

View PostRinkata Kimiku, on 26 January 2015 - 01:27 PM, said:

Ok. Simple math. AC20 weight = 14 tons. Raven weights 35 tons.
35 - 14 = 21 ton left. So Raven had only 21 ton to balance an arm which weights 14 tons. And make sure arm has his own weight. Raven must instant fall on equip AC20.

Now Blackjack. 45 - 14 = 31 ton to balance a 14 ton arm. Well this one maybe not instant fall on equip, but let him make a single step and he will meet the ground. So yeah, MW4 weapon slot size was a very VERY good idea.

P.S.:
You can make a simple test. AC20 (14 tons) is an 0,67 of a free Raven weight (21 tons).
So let's imagine that your weight is 70 kgs, so you must take in one your arm something with weight of 46,9 kgs (0,67 of your weight).
Ok now try to stay still and brave like a soldier facing evil sergeant. :D


no it would not.

#115 Rinkata Prime

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Posted 26 January 2015 - 01:46 PM

View PostLily from animove, on 26 January 2015 - 01:42 PM, said:


no it would not.

Ok. I surrender.

#116 happy mech

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Posted 27 January 2015 - 03:11 AM

as has been already mentioned, the lower heat cap will also make the underdog mechs (vindicator, dragon) with weird hardpoints (in regards to high alphas) more useful as the sustained dps becomes important (and equipping those lrm5s and trying to utilize every hardpoint will be good for any mech)

the 0.2 heatsinks will do the difference between casual energy user and energy boat (like awesome with lots of heatsinks), even without massive quirks
currently 10*0.2 engine heatsinks and 0.14 thereafter screws it

Edited by happy mech, 27 January 2015 - 03:12 AM.






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