Widowmaker1981, on 21 April 2015 - 10:54 AM, said:
Yes, exactly this - the best** real time simulation of this would be for all weapons to have a 10 second cooldown and have the heat cap be 30 (the auto shutdown level) + amount of heat you can sink in 10s, which is SHSx1 or DHSx2. We have an altered version of this with less disipation and cap (due to DHS 1.4) and greater heat generation (due to enormously reduced cooldowns). Heat is considerably MORE punishing in MWO for any given loadout than it would be in TT. What they should do, imo, is to increase DHS to 2.0 all the way, and then have 2 heat bars. one with a value of simply DHSx2 which has no effect on you, and the other with a value of 30 with increasing negative effects (not identical to TT because RNG is bad, but some version of it) as you fill the 2nd bar.
**not actually best, that would be boring as hell to play
not really the point...just clarifying how TT heat worked for all those who seem to not understand it, which is a surprising number. Get tired of inaccurate statements like "a hard 30 pt heat cap like TT would save the world". When the way heat worked in real TT you did not have a hard cap because your Sinks removed heat before any effects were counted. Apparently, Megamek has some optional or house rules that act otherwise, limiting "alpha strikes" (according to Koniving) which makes no sense, since in TT, anytime you fired your entire weapon load it was an alpha strike. Weapon rolls were all separate of course.
Quickdraw Crobat, on 21 April 2015 - 11:00 AM, said:
Assuming that the calculation represents the actual time things are happening (that somehow you're firing all the weapons simultaneously every turn, and the heat sinks each flush their amount of heat all at once immediately after that) you would be correct.... if and only if you calculated penalties BEFORE flushing heat.
This is not what's happening.
Each turn is ten seconds. The heat sinks dissipate their energy across that -entire- span of time, and the weapons generate their heat throughout that span of time.
The best illustration of this is the Solaris rules, which use turns 1/4 the length. This means four times as many heat dissipation phases, and to keep weapon firing rates from accelerating, these rules (the 'Mech Duel Rules, officially named, though they're usually called Solaris) multiply weapon heat by four. This keeps the dissipation and generation of heat in tandem with each other, particularly with the four movement phases also quadrupling movement heat. You still overheat at 30 excess heat in these rules, because your capacity is still 30, despite the rate of everything being increased by four.
The reason your GHR generates 52 heat before shutting down is that while it's generating 52 heat, it's also dissipating 22 at the same time. This is why you calculate penalties after dissipation.
The amount of excess heat needed to overheat remains the same no matter how many heat sinks you have. In both cases, you have exceeded your dissipation over time by 30.
If, as you asserted, the 22 heat sinks added more capacity than the 10, you would need to exceed your dissipation by more than 30 in order to overheat.
And you do. Just not in one round. Because excess heat rolls over. But you have to overcome your base heatsinks AND (eventually) hit 30 excess heat to hit your heat cap.
No matter how you want to try to twist it, mechs with more heatsinks have higher heat caps because they dissipate more before ever getting to the scale.