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Why Not True Dhs And 30 Heat Treshold


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#21 Ultimax

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Posted 16 January 2015 - 08:31 AM

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

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



You do understand that with elite efficiencies you basically do have the equivalent of 2.0 DHS right?


It would not be sufficient, and all top builds would move over to ballistics and the mechs than can run them.


This game is not TT, you can't expect an FPS game to only allow people to shoot their weapon once every 10 seconds.

Edited by Ultimatum X, 16 January 2015 - 08:31 AM.


#22 kapusta11

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Posted 16 January 2015 - 08:33 AM

View PostLily from animove, on 16 January 2015 - 08:22 AM, said:

yes capping damage is also a possibility, but in the end heatcap also caps damage, doesn't it?


Not for all weapons, some are supposed to be cool by both BT lore and TT rules. Ghost Heat on AC20s is a logical absurd. Heavy Gausses will most likely be balanced by not being able to charge more than 1, but how is that different from capping damage? Same with not being able to charge more than 2 regular Gausses, damage is already capped. At least this method works for all weapons and does not involve unrelated to the issue variables (heat). Plus its the most TT friendly one.

View PostLily from animove, on 16 January 2015 - 08:22 AM, said:

you could make weapon categories, like you can fire only 2 big weapons (gauss, PPC, LL, AC 20). or 6 mediums (ML, AC 5/10 ) and maybe 8 smalls ( SL , AC 2)


That would be a great solution as well, I'm all for it, definitely better than the most that have been suggested on this forum or implemented by PGI (Ghost Heat) for one simple, yet important, reason - it does not use heat as balancing factor. The exact numbers would be a matter of discussion I suppose, 2xAC20 fired at once is definitely better than 2xPPCs let alone 2xLL.

Edited by kapusta11, 16 January 2015 - 08:55 AM.


#23 InspectorG

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Posted 16 January 2015 - 08:41 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?


Well, dunno. It has its virtues.
But also players prolly want to fire their weapons more frequently. Ala the 10sec cooldown in BT.

#24 Lily from animove

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Posted 16 January 2015 - 08:43 AM

View PostUltimatum X, on 16 January 2015 - 08:31 AM, said:



You do understand that with elite efficiencies you basically do have the equivalent of 2.0 DHS right?


It would not be sufficient, and all top builds would move over to ballistics and the mechs than can run them.


This game is not TT, you can't expect an FPS game to only allow people to shoot their weapon once every 10 seconds.


not sure what math you appl,y but mastered you are still not close to true DHS.


care to explain why I would only shoot every 10 secs with this? because thats not true.

View Postkapusta11, on 16 January 2015 - 08:33 AM, said:


Not for all weapons, some are supposed to be cool by both BT lore and TT rules. Ghost Heat on AC20s is absurd. Heavy Gausses will most likely be balanced by not being able to charge more than 1, but how is that different from capping damage? Same with not being able to charge more than 2 regular Gausses, damage is already capped. At least this method works for all weapons and does not involve unrelated to the issue variables (heat). Plus its the most TT friendly one.


I guess this is because of how the ballistics of the AC20 works, if you simulate the single TT round into MWO, a dual AC 20 mech would turn by its heat and rate of fire into basically being an AC 80 emhc, which is clearly over the top. specially when fired together, because this would cause 2 shots able to hit the same spot, with 40dmg each. Without doubles armor, this would ahve been the instagib for many mediums and lights. rendering these mechs totally pointless. the high ghostheat amount is just to force people delaying the shots to not trigger ghost heat. but in the end, many AC40 builds still do it, because its working. The true issue emerges, when additional to this Ac 20 you brought some medium lasers extceeding alphas for a nearly instant PPFLD alpha of 60+ that someoen can't twist away which only works again because the heatscale exceeds30 far above. A lower heatscale would also cap how much energywepaons work in synergy with ballistics.


View PostInspectorG, on 16 January 2015 - 08:41 AM, said:


Well, dunno. It has its virtues.
But also players prolly want to fire their weapons more frequently. Ala the 10sec cooldown in BT.



you can fire them still a lot, maybe even more, but not all at once as we have now.

Edited by Lily from animove, 16 January 2015 - 08:46 AM.


#25 Davers

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Posted 16 January 2015 - 08:59 AM

View PostLily from animove, on 16 January 2015 - 08:43 AM, said:


not sure what math you appl,y but mastered you are still not close to true DHS.


care to explain why I would only shoot every 10 secs with this? because thats not true.



I guess this is because of how the ballistics of the AC20 works, if you simulate the single TT round into MWO, a dual AC 20 mech would turn by its heat and rate of fire into basically being an AC 80 emhc, which is clearly over the top. specially when fired together, because this would cause 2 shots able to hit the same spot, with 40dmg each. Without doubles armor, this would ahve been the instagib for many mediums and lights. rendering these mechs totally pointless. the high ghostheat amount is just to force people delaying the shots to not trigger ghost heat. but in the end, many AC40 builds still do it, because its working. The true issue emerges, when additional to this Ac 20 you brought some medium lasers extceeding alphas for a nearly instant PPFLD alpha of 60+ that someoen can't twist away which only works again because the heatscale exceeds30 far above. A lower heatscale would also cap how much energywepaons work in synergy with ballistics.





you can fire them still a lot, maybe even more, but not all at once as we have now.

10 DHS in engine=23 heat dissipation. 15 DHS= 31.05 heat dissipation. True, at 20 DHS you only get like 39.1 heat dissipation.

#26 Lily from animove

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Posted 16 January 2015 - 09:03 AM

View PostDavers, on 16 January 2015 - 08:59 AM, said:

10 DHS in engine=23 heat dissipation. 15 DHS= 31.05 heat dissipation. True, at 20 DHS you only get like 39.1 heat dissipation.



hahaha, nice example, and when you make a 28DHS mech? suddenly you get not so close anymore, and you wanna know why? because more external DHS make you go way from true DHS, while internal true DHS only make you get closer.

your math is not consistent, it is only a small part of the entire picture. The part fitting your argument.
and the reaosn why people overlaod their mechs with firepower compared to TT is exactly the fact of the big heattreshold allowing to bring more weapons than a mech usually should be able to cool down. And thats why PGI countered with ghostheat.

Edited by Lily from animove, 16 January 2015 - 09:05 AM.


#27 Davers

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Posted 16 January 2015 - 09:05 AM

View PostLily from animove, on 16 January 2015 - 09:03 AM, said:



hahaha, nice example, and when you make a 28DHS mech? suddenly you get not so close anymore, and you wanna know why? because more external DHS make you go way from true DHS, while internal true DHS only make you get closer.

your math is not consistent, it is only a small part of the entire picture. The part fitting your argument.

Not even close meaning 4 points less?

#28 Lily from animove

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Posted 16 January 2015 - 09:15 AM

View PostDavers, on 16 January 2015 - 09:05 AM, said:

Not even close meaning 4 points less?


yes 4 points are 4 points, and those put in damage or dissipation still means a difference, especially when everyone alphas those 4 points are a lot less in their meaning, while they would be a lot more if people would contious fire their stuff.

guess why the warhawk is so unseen? because it carries an unnecessary high amount of DHS that are not true DHS. giving it around 85 or 90 heatreshold. and blocking space for combining them with Ballistic wepaons that come in proper size and ammo.

those 4 points are still 7,6% and this is not low. further it is also a system creating a big gap between the newbies and unmastered and the veterans,

Edited by Lily from animove, 16 January 2015 - 09:17 AM.


#29 Tarl Cabot

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Posted 16 January 2015 - 09:29 AM

View PostBlood Rose, on 16 January 2015 - 04:08 AM, said:

Actually this idea is a good one and has cropped up before.

In TT the firing takes place over a period of 10 seconds. This means that weapons are stagger fired to avoid overheating and there are gaps in between the shots where the waste heat is dissipated.

Unfortunately MWO is not TT, it is more inline with Solaris boardgame where each turn is 2.5 seconds with cooldown timers, etc. Of course, you have to also remember that MWO started out with single heatsinks, and allowing the heatcap to exceed 30 allowed mechs to fire more often, etc.

Does it make sense to set the heatcap now at a specific level other than 30? For single HS /10engine that is 40 heatcap, double HS/10engine that is 50 heatcap. Maybe, but that should also entail altering or removing some of the other heat penalties and such to account for it.

On the other side of the coin, regardless of the heatcap, there are no negative effects until you actually hit max overheat. Mech do not slow down, nor become sluggish in movement/targeting. Ammo explosion is possibility but I would set it to happen only after approaching specific level before max heatcap.

There are other ways to approach it that would make sense to newcomers, especially if it directly affected them before hitting the max heatcap while piloting trial mechs. They could even add dialog to those mechs for teaching instructions, and or run them through practice sessions, each would come with a pop up window, run through a training course for this mech? y/n.

#30 Matthias Malthias

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Posted 19 January 2015 - 05:07 AM

View PostTarl Cabot, on 16 January 2015 - 09:29 AM, said:

Unfortunately MWO is not TT, it is more inline with Solaris boardgame where each turn is 2.5 seconds with cooldown timers, etc. Of course, you have to also remember that MWO started out with single heatsinks, and allowing the heatcap to exceed 30 allowed mechs to fire more often, etc.

Does it make sense to set the heatcap now at a specific level other than 30? For single HS /10engine that is 40 heatcap, double HS/10engine that is 50 heatcap. Maybe, but that should also entail altering or removing some of the other heat penalties and such to account for it.

On the other side of the coin, regardless of the heatcap, there are no negative effects until you actually hit max overheat. Mech do not slow down, nor become sluggish in movement/targeting. Ammo explosion is possibility but I would set it to happen only after approaching specific level before max heatcap.

There are other ways to approach it that would make sense to newcomers, especially if it directly affected them before hitting the max heatcap while piloting trial mechs. They could even add dialog to those mechs for teaching instructions, and or run them through practice sessions, each would come with a pop up window, run through a training course for this mech? y/n.


It should be noted that unlike Solaris, Dissipation in MWO is not quadrupled along with firing rates. AC10 and PPCs in MWO would be the equivalent of an AC40 and 4PPC in CBT; whereas Solaris is closer, quadrupling dissipation along with firing rate (for most weapons; some like the AC20 still needed a few "turns" of 2.5 seconds to charge).

I think that hard capping the maximum heat to 30 has merits. For one, it "flattens" the unmastered mech against the mastered mechs - 10-20% higher dissipation/capacity at 30 cap has much less of an effect than say, 10-20% higher dissipation/capacity at 70 cap. The pilot trees in MWO; whilst being rewarding as a form of progression, do play a role in segregating new players from veterans (which can even bypass the levelling experience by spending GXP) and it has ramifications in letting new players into the game.

30 heat capacity without ghost heat makes a lot more intuitive sense. Needing to refer to this table each time when making a build does not an intuitive experience make; given that a reference like this is entirely outside of the game.

I think MWO's biggest mistake was in giving players baseline 30 heat cap; with additional capacity as per heatsinks. If zero convergence didn't encourage PPFLD before; the massive alpha striking that 60+ heat capacities permit sure do.

Lowering the "effective" heat capacity by introducing heat penalties such as slower arm slewing, torso twisting and mech speed at say, 80% heat would also do the job of further forcing players to chain their fire instead of blowing their load, taking cover to cool, then repeating. The 4-6 PPC Stalkers and 2PPC/AC10 Cataphract 3Ds would not have been half as effective had the heat caps simply had been lower (and jump jets generate appreciable heat). Who knows, with "hot" Jump Jets; perhaps we can finally move beyond hoverjets and actually have JJs that let you, you know, actually jump. The super hot, but super high jump jets of MW:LL got the balance absolutely perfect.

Another consideration is that Ghost heat pretty much fails to account for certain weapons, like Dual Gauss; or overnerfs other weapons, like Inner Sphere Medium Lasers; or SRMS for both Clan and IS; or effectively takes AC2s out of the game (RIP Mauler, you will never see the light of day). The argument can be made to suggest tweaking those specific Ghost Heat values; but why have this monolithic, clunky system of individual tweaks when clearly the systematic failure is in enabling 60+ heatcaps?

As for loadouts like Dual Gauss, in CBT Gauss had a minimum range to reflect the difficulty of targeting someone that required capacitors to charge (the "lock time"; or time from trigger pull to gun firing). Now, this is by no means a push for Gauss to have minimum range; because MWO already has it in-game by requiring that no more than 2 Gauss Rifles can be charged, and they have to be charged before they fire. To nerf Gauss even harder, one could slow down arm slewing/torso twist whilst the capacitors charge; but I don't think that's necessary.

If anything, removing Ghost Heat and increasing dissipation with a lower heat capacity (hard 30, or dynamic with lower initial capacity of say, 10) would bring more weapons closer to the sheer heat efficiency of the Gauss. Russ Bullock keeps mentioning his fears of truly "heat neutral" mechs; whilst "neutral" stock build mechs are ovens, and minmaxed boats can alpha 2-3 times in a row. In the case of Dual Gauss, you can "alpha" them forever; the only limitation being recharge time. I really don't understand the so called "heat neutrality" argument.

The grandest experiment MWO can conduct is for a week or so, hard cap Heat Capacity to 20-30, then quadruple dissipation for that quintessential Solaris Experience. I contend that contrary to what others may espouse as to autocannons dominating the day, Lasers and PPCs would still have a place; because whilst their alpha capacity has decreased; the DPS capacity over time has effectively quadrupled. It may well be that the new "suppressive fire" build is not Clan UACs; but chainfired Clan Pulse Lasers. The new PPFLD "cheese" would no longer be ultraquirked MPulse on T-Bolts; but IS AC20s; as it should be. And Gauss? Gauss would be indirectly nerfed, if anything, by virtue of everything else firing so much quicker and cooling down so much quicker.

Edited by Matthias Malthias, 19 January 2015 - 05:08 AM.


#31 Widowmaker1981

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Posted 19 January 2015 - 05:47 AM

Well, if you QUADRUPLED heat dissipation then no, ACs wouldn't dominate.. Thats not what people are suiggesting though, they are suggesting simply increasing non engine DHS to true 2.0s from 1.4s - which is about a 20% boost for most mechs. Not a 500% boost, lol.

And if you need to refer to the ghost heat table every time you build a mech.. well your memory is a bit shabby.
6 MLs
2 LLs
2 PPCs
1 AC20
2 LRMs

thats all you need to know :P

#32 LordKnightFandragon

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Posted 19 January 2015 - 05:58 AM

View PostWidowmaker1981, on 19 January 2015 - 05:47 AM, said:

Well, if you QUADRUPLED heat dissipation then no, ACs wouldn't dominate.. Thats not what people are suiggesting though, they are suggesting simply increasing non engine DHS to true 2.0s from 1.4s - which is about a 20% boost for most mechs. Not a 500% boost, lol.

And if you need to refer to the ghost heat table every time you build a mech.. well your memory is a bit shabby.
6 MLs
2 LLs
2 PPCs
1 AC20
2 LRMs

thats all you need to know :P



Yeah, and cooling 20% faster on like 50% less total overall heat cap, it would end up being significantly faster overall.

Lasers wouldnt be obsoleted, they would just not be the go to Vomit weapon. If Ballistics reign supreme like you think they would, then I guess there is half the battle won. less heat cap and people turn to cannons, well, you can only fit in 1 or 2 cannons and then the associated ammo, that is 20 dmg every few seconds rather then 80 cuz someone turned the corner carrying a battleship array of Medium lasers.

Using current in game cooling mechanics and speed, but attached to a 30pt heat scale, we wouldnt see people quad and tri firing PPCs, we wouldnt see mass laser vomits, you would see a change prolly to a cannon and a few lasers, prolly fired together, but that if its only an AC10 and 2 LL or something, then that is only a 30pt lolpha. Or if people put the 2LL in 1 grp and AC10 in the other, that is only 20 and 10 pt bursts. Then your sitting at like 25 heat of 30, so now your stopping to cool off for a bit. PPFLD? Solved....

Sure, you will prolly still see people boating around Medium lasers, but that is where you bring GH into play and have it actually have an effect. Lower GH capcity on ML and MPL to like 4, so then you can only fire about a 24-28 pt alpha without getting a gob of Ghost heat and surely shutting yourself down.
If you wanna boat the GRs and AC20s, go for it, those mechs dont really have much ammo. UNless they have xls and no armor. PLus, those mechs are mostly dead to a little bit of pressure and a good brawler mech.

If we changed nothing except 2.0s and a 30pt heat scale, it would change the PPFLD crap. You simply wouldnt be able to do so without shutting down constantly, we would prolly see the "death to core meltdown" increase alot...

#33 Gyrok

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Posted 19 January 2015 - 06:00 AM

View PostUltimatum X, on 16 January 2015 - 08:31 AM, said:



You do understand that with elite efficiencies you basically do have the equivalent of 2.0 DHS right?


It would not be sufficient, and all top builds would move over to ballistics and the mechs than can run them.


This game is not TT, you can't expect an FPS game to only allow people to shoot their weapon once every 10 seconds.


Only up to 17 beyond that you get diminishing returns.

I have lobbied for such a system for a long time. I doubt PGI will take this very seriously, however, I agree this woukd solve most problems mechs currently have.

#34 HARDKOR

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Posted 19 January 2015 - 06:03 AM

Um, how come it worked just fine in MW4?

#35 Lily from animove

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Posted 19 January 2015 - 06:05 AM

View PostWidowmaker1981, on 19 January 2015 - 05:47 AM, said:

Well, if you QUADRUPLED heat dissipation then no, ACs wouldn't dominate.. Thats not what people are suiggesting though, they are suggesting simply increasing non engine DHS to true 2.0s from 1.4s - which is about a 20% boost for most mechs. Not a 500% boost, lol.

And if you need to refer to the ghost heat table every time you build a mech.. well your memory is a bit shabby.
6 MLs
2 LLs
2 PPCs
1 AC20
2 LRMs

thats all you need to know :P


until the nova newbie fired 6 CERML and 6 CERSL and melted half his mech. The groups of Ghostheat are by far a bit more complicated nowdays.

#36 LordKnightFandragon

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Posted 19 January 2015 - 06:08 AM

View PostHARDKOR, on 19 January 2015 - 06:03 AM, said:

Um, how come it worked just fine in MW4?



Mw4 also used alot higher then 30 pt heat system.

#37 LordKnightFandragon

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Posted 19 January 2015 - 06:14 AM

View PostUltimatum X, on 16 January 2015 - 08:31 AM, said:



You do understand that with elite efficiencies you basically do have the equivalent of 2.0 DHS right?


It would not be sufficient, and all top builds would move over to ballistics and the mechs than can run them.


This game is not TT, you can't expect an FPS game to only allow people to shoot their weapon once every 10 seconds.



Well, we dont quite have true doubles, even with elite and stuff.

If the math, jsut on the WHK is 10 in the engine are true 2.0s, so that is 10*0.2=2 Then my 27 other DHS add up to like 3.78, that is the base 5.78 I see in the heat sim. I add in elite and all that jazz I get 6.65.

Now, If I just add in the 10 engine DHS at 2.0 and hten add my 27DHS at 2.0, I get like 7.4 cooling, this before adding elite status. Its 8.51 with elite. ONly way to even begin to simulate true 2.0s is to stand stationary on the winter maps. And even on a cold map with elite, the heat sim program clocks the coolant in at 8.31, still lower then just getting elite with true 2.0s.....not much, but still lower.

Currently to reach true 2.0 on the WHK with current heat mechanics i would need to add in 39 DHS+the 10 in the engine for a total of 49 DHS.....kinda sad really....can we just have our true 2.0s now?

Edited by LordKnightFandragon, 19 January 2015 - 06:17 AM.


#38 kapusta11

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Posted 19 January 2015 - 06:17 AM

True DHS is actually the one that dissipate 0.5 heat per second. 0.2 form TT adjusted by 2.5 rate of fire increase in MWO.

Edited by kapusta11, 19 January 2015 - 06:19 AM.


#39 Widowmaker1981

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Posted 19 January 2015 - 06:20 AM

View PostLordKnightFandragon, on 19 January 2015 - 05:58 AM, said:



Yeah, and cooling 20% faster on like 50% less total overall heat cap, it would end up being significantly faster overall.

Lasers wouldnt be obsoleted, they would just not be the go to Vomit weapon. If Ballistics reign supreme like you think they would, then I guess there is half the battle won. less heat cap and people turn to cannons, well, you can only fit in 1 or 2 cannons and then the associated ammo, that is 20 dmg every few seconds rather then 80 cuz someone turned the corner carrying a battleship array of Medium lasers.

Using current in game cooling mechanics and speed, but attached to a 30pt heat scale, we wouldnt see people quad and tri firing PPCs, we wouldnt see mass laser vomits, you would see a change prolly to a cannon and a few lasers, prolly fired together, but that if its only an AC10 and 2 LL or something, then that is only a 30pt lolpha. Or if people put the 2LL in 1 grp and AC10 in the other, that is only 20 and 10 pt bursts. Then your sitting at like 25 heat of 30, so now your stopping to cool off for a bit. PPFLD? Solved....

Sure, you will prolly still see people boating around Medium lasers, but that is where you bring GH into play and have it actually have an effect. Lower GH capcity on ML and MPL to like 4, so then you can only fire about a 24-28 pt alpha without getting a gob of Ghost heat and surely shutting yourself down.
If you wanna boat the GRs and AC20s, go for it, those mechs dont really have much ammo. UNless they have xls and no armor. PLus, those mechs are mostly dead to a little bit of pressure and a good brawler mech.

If we changed nothing except 2.0s and a 30pt heat scale, it would change the PPFLD crap. You simply wouldnt be able to do so without shutting down constantly, we would prolly see the "death to core meltdown" increase alot...


No, people would just use Jagermechs, King Crabs, Maulers (when/If we get them), Cataphracts, Banshee (3E) and other mechs capable of boating 3+ ACs, with maybe a couple of medium laser backup just to use the heat allowance.

Those mechs are ALREADY effective choices, take the alpha advantage away from energy weapons and they become the absolute go to. Lighter mechs not capable of boating ACs would just.. die off.

Edited by Widowmaker1981, 19 January 2015 - 06:21 AM.


#40 LordKnightFandragon

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Posted 19 January 2015 - 06:20 AM

View Postkapusta11, on 19 January 2015 - 06:17 AM, said:

True DHS is actually the one that dissipate 0.5 heat per second. 0.2 form TT adjusted by 2.5 rate of fire increase in MWO.



Yeah, but a TT turn is 10s, that is 10s for the moving, shooting, after effects, cooling and cool downs. No single action is taking place over 10s in that game. And in fact, if our mechs are cooling off 30 heat inside of just a few seconds, prolly 7 or so, then that is some very impressive cooling power. The weapons would not have a 10s cool down if we used TT mechanics, they might have a 3-5s cooldown, the rest of the time is spent moving, shooting, aiming and the rest of the works.





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