Dracol, on 17 June 2015 - 07:53 PM, said:
As I recall, you are incorrect.
Now, with that said, when you factor in double basics, at 14 (maybe it was 13, been over a year since I did the math) DHS (10 internal, and 4 placed either in engine or external) they are more than double efficient. Once you go past that point though, than the ROI starts going below 2.0 average per DHS.
But it is only the 10 default DHS that receive the boost over other DHS. Easily to confirm. Take a mech with a 300 engine and add some weapons to bring down the heat figure below the default 2.0. Then add 2 DHS to any place out side the engine and take note of the heat efficiency. Then, remove those 2 DHS and then place within in the engine and not the heat efficiency. You will notice the figure is exactly the same.
That number is 17. But, we're talking out of the box TrueDubs.
Maths:
Cool Run is a 15% heat dissipation bonus.
(10) 0.2 heatsinks dissipate at 2 heat per second.
Coolrun brings that to 2*1.15
=2.3 H/s
or, 0.23 dissipation per heatsink
For a mech with 17 heatsinks, it's 2+ (0.14*7)
=2.98
*1.15
=3.427
0.215 per heatsink
18DHS:
2+(0.14*8)
=3.12
*1.15
=3.588
or 0.199 H/s dissipation per heatsink
Efficiencies make doing math annoying, but until that 18 heatsink mark, the buffed TrueDubs make up for the gimped PoorDubs.
There's also the opposite effect; a Firestarter with 10 heatsinks performs better than a Cute Fox, Myth Lynx or Urbie with 10 heatsinks.
Those lesser robots need 12 heatsinks to match (and exceed) the Firestarter, costing them 2 tons to be on equal terms, while being lighter will less pod space.
Edited by Mcgral18, 17 June 2015 - 07:59 PM.