Drakkith, on 11 February 2015 - 01:40 AM, said:
I don't agree at all. I see no point in instantly overheating when firing 2 ER PPC's or a few other high-heat weapons. Besides, that isn't even the way Classic Battletech works.Heat sinks in CBT increase both heat capacity and cooling. Fire 2 ER PPC's in a mech with 10 heat sinks in CBT and what happens? You accrue 30 heat, deduct 10 from heat sinks, and end up with 20 heat. Congratulations. You can barely move, shoot, and your ammo has a chance to explode. Add 10 more heat sinks and you've only built up 10 heat. So more heat sinks = more heat capacity in addition to more cooling. Same thing in MWO. You add heat sinks, you can fire more weapons all at once without overheating.
Well, the thing about CBT is that it's ten second turns, right? So you're looking at 10 seconds of time wherein is calculated (heat accrued from movement, weapons fire, and engine damage) - (heat removed from heatsink rating, and environmental conditions like being submerged) with a minimum value of zero and a maximum (effective) value of 30. The thing about running 10 second turns is, you'd have to greatly reduce the damage, cooldowns, or both of weapons systems to make them fire effectively "one" time per turn, with certain rare exceptions like UACs. Cooldowns would probably be the easiest way to go, and most true to tabletop, since weapon systems in TT are for the most part a binary outcome of either hit or miss despite lore/flavoring to the contrary, especially regarding ACs.
Do you want to wait ten seconds for your weapons to fire again? I'm not going to say that it would be a bad game under those conditions, but it would certainly be a different one. I wrote a post about a possible yet somewhat complicated way to actually make a system with the 30 heat cap that didn't cause spikes to overheat you instantly, but since it would require PGI to pretty much completely change the way heat works in its entirety, I wouldn't hold out for it. Even if it would make TSM way more viable.
Anyway, you can't deny that there are downsides to the current sliding scale of heat capacity, including the overwhelming prevalence of the alpha strike as the first, last, and only tactic used by many builds. PPFLD is still very strong, as evidenced by the Thunderbolt meta readily observed in community warfare. It is slightly ironic to me that in order to make the T-bolt more used, PGI went significantly overboard with the quirks of the thing resulting in a meta that they invented an entire new game mechanic that broke many other things (AC2s especially) to prevent previously.
But I digress. The sliding heat cap is very likely to stay, more so even than ghost heat/heat scaling, so complaining about it is probably not a super-productive use of time. People don't like to throw out things that they spent a lot of time and effort (
https://en.wikipedia...t_justification ) on, and given the amount of effort it would take to change this in a way that wouldn't break a bunch of other things, it is improbable in the extreme for a change to the heat system to occur in the near future.