I just want to preface this by saying I don't think this idea will necessarily solve any major issues it's more of an 'out of morbid curiosity let's poke at it and see what happens'. Plus there seems to be a few wish thread for things desired to be seen in future Mech Re-Balance PTS passes.
So currently Double Heat Sinks are 2-by-2 for the internal engine heat sinks up to the required 10 and externally mounted DHS are ~square_root(2)-by-~square_root(2), and with TTK being a primary concern and all the talk about laser-vomit: make all DHS ~square_root(2)-by-~square_root(2).
Yes, I know:
-earlier in the beta it was tried with both all 2-by-2 and all ~square_root(2)-by-~square_root(2) (but a lot has changed since then)
-the more popular wish is to see DHS as double heat dissipation with a set heat capacity
-the current system was put in place with the idea of favoring lights and mediums
-changing things to ~square_root(2)-by-~square_root(2) might actually further widen the IS/Clan power gap in favor Clan mechs.
-It would take some time on the PTS server for the builds to shift.
As I said: morbid curiosity to see what happens; examine that data.


Let's Test The Idea Of Making Dhs Consistent
Started by Anyone00, Sep 15 2015 05:39 PM
3 replies to this topic
#1
Posted 15 September 2015 - 05:39 PM
#2
Posted 15 September 2015 - 10:28 PM
Problem is not heat dissipartion or heatsinks themselves. It's the default 30 points of heat capacity, that heatsinks are adding to, which is way too forgiving for large-heat alpha peek-a-boo builds.
#3
Posted 15 September 2015 - 10:39 PM
DivineEvil, on 15 September 2015 - 10:28 PM, said:
Problem is not heat dissipartion or heatsinks themselves. It's the default 30 points of heat capacity, that heatsinks are adding to, which is way too forgiving for large-heat alpha peek-a-boo builds.
Technically, that is matching with TT. TT you have the 30 heat scale on top of all the heat your heatsinks can shed, essentially making your heat threshhold 30+heatsinks. The differences here is that this is real time instead of 10 second turns, sped up refire rates so the game is not boring, and the penalties outside of shutdown and some damage are not present here. The latter would make the learning curve even worse for new players, something complained about as a problem with ghost heat.
#4
Posted 15 September 2015 - 11:16 PM
Noth, on 15 September 2015 - 10:39 PM, said:
Technically, that is matching with TT. TT you have the 30 heat scale on top of all the heat your heatsinks can shed, essentially making your heat threshhold 30+heatsinks. The differences here is that this is real time instead of 10 second turns, sped up refire rates so the game is not boring, and the penalties outside of shutdown and some damage are not present here. The latter would make the learning curve even worse for new players, something complained about as a problem with ghost heat.
Exactly. When you have the same heat capacity with 250+% increase in cooldown for most weapons, it is going to reduce TTK dramatically and is going to shift the meta-game towards alpha-strike peek-a-boo playstyle to get back to that 10 second round framework as close as possible. Anyone who'd try to brawl and endure would fall short very badly. Not even mentioning, that in TT any overheat scale over 5 (IIRC) heat points might get you damaging yourself or shutting down with a failed saving throw.
Current values and systems force you to have ten heatsinks, which are forced to be DHS, and you're forced to get 2X skill efficiencies to reach the maximum potential from a mech. All it's together effectively doubles the initial 30 point value, while heat dissipation of nerfed DHS remains inconsistent.
Considering the new player experience, PGI should've long considered displaying the actual Heat-Cap and Dissipation Rate, rather than "heat efficiency", that is completely unintuitive. It would work perfectly even with base Heat-Cap nerfed to any degree. Why they still transfered that arbitrary value to the new GUI is beyond my understanding.
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