Double heatsink works with 1.4 efficiency
Clan advantage: 2 slots
IS disadvantage: 3 slots
How about change the IS efficiency to --> 1.5 or 1.6 to make up the slot disadvantage?


Blancing The Heatsinks
Started by Av4tar, Sep 20 2015 01:36 PM
6 replies to this topic
#1
Posted 20 September 2015 - 01:36 PM
#2
Posted 20 September 2015 - 03:19 PM
It's a suggestion. Not a good one, but it is a suggestion.
#3
Posted 20 September 2015 - 07:39 PM
How about the Clan sinks get the double efficiency they are supposed to have then then give the IS sink's the 1.5 or 1.6 like they are supposed to have instead.
#5
Posted 20 September 2015 - 08:11 PM
Leggin Ho, on 20 September 2015 - 07:39 PM, said:
How about the Clan sinks get the double efficiency they are supposed to have then then give the IS sink's the 1.5 or 1.6 like they are supposed to have instead.
Both factions were "supposed" to have 2.0 efficiency. IS and Clan DHS always had the same heat dissipation abilities, the Clan ones are only smaller in size.
Besides that, your idea gives a larger buff to the Clans than IS...which makes the issue even worse. So the verdict is...nope.
An idea from somebody else is that maybe Clan DHS could have a lower item health than IS DHS, to give at least some benefit to the IS mechs that struggle to cram in enough Dubs to make their builds work. Since the majority of items in MWO (including heatsinks) currently have 10.0 health, I'd like to try Clan DHS at around 5.0-6.0 health instead.
#6
Posted 20 September 2015 - 10:10 PM
Looking at Heat Sinks, there could be a difference between IS and Clan efficiency for balancing. And both Dissipation and Capacity should be adjusted.
Here's where I'm starting to lean towards, if we stay with current base weapon stats:
Reduce the gifted Heat Capacity value of 30 to 14
Disable Cool Run and Heat Containment
Change Heat Scale Penalty buckets to better account for damage above say 30 to 40 Damage, including more weapon combos, and to the lowered Heat Capacity
Raise Dissipation and Adjust Capacity with Cool Run and Heat Containment being disabled and replaced.
I'd like to test out these values for Heat Sinks:
SHS
0.25 Dissipation
1.00 Capacity
IS DHS
0.40 Dissipation
2.00 Capacity
Clan DHS
0.30 Dissipation
1.60 Capacity
This way 28 SHS would provide 7.00 Dissipation a second and 42 Capacity to the First Shutdown we can Override. For comparison firing three PPCs with current AWS-8Q PPC Heat Gen Quirks and Heat Scale Penalties factored is ~31.95 Heat, HPS is in the range of 7.98 to ~9.98 depending on Fast Fire, cooldown quirks and Weapon Modules. Then two PPCs would be 15 Heat, so the player would need to alternate firing to avoid shutting down, along the lines of 3/2/3 and so on.
20 IS DHS would provide 8.00 Dissipation and a Capacity of 54 Capacity to the First Shutdown we can Override. If we consider the AWS-9M with its ERPPC quirks, an alpha of all three is ~47.93, with an HPS of ~11.98 to ~13.69. and so would need to be careful.
A few more cases in the spoiler
And I'd have little problem using different values for Heat Sinks than what I suggested for testing above, but the main thing for me is that we need to reduce Capacity and increase Dissipation.
Here's where I'm starting to lean towards, if we stay with current base weapon stats:
Reduce the gifted Heat Capacity value of 30 to 14
Disable Cool Run and Heat Containment
Change Heat Scale Penalty buckets to better account for damage above say 30 to 40 Damage, including more weapon combos, and to the lowered Heat Capacity
Raise Dissipation and Adjust Capacity with Cool Run and Heat Containment being disabled and replaced.
I'd like to test out these values for Heat Sinks:
SHS
0.25 Dissipation
1.00 Capacity
IS DHS
0.40 Dissipation
2.00 Capacity
Clan DHS
0.30 Dissipation
1.60 Capacity
This way 28 SHS would provide 7.00 Dissipation a second and 42 Capacity to the First Shutdown we can Override. For comparison firing three PPCs with current AWS-8Q PPC Heat Gen Quirks and Heat Scale Penalties factored is ~31.95 Heat, HPS is in the range of 7.98 to ~9.98 depending on Fast Fire, cooldown quirks and Weapon Modules. Then two PPCs would be 15 Heat, so the player would need to alternate firing to avoid shutting down, along the lines of 3/2/3 and so on.
20 IS DHS would provide 8.00 Dissipation and a Capacity of 54 Capacity to the First Shutdown we can Override. If we consider the AWS-9M with its ERPPC quirks, an alpha of all three is ~47.93, with an HPS of ~11.98 to ~13.69. and so would need to be careful.
A few more cases in the spoiler
Spoiler
And I'd have little problem using different values for Heat Sinks than what I suggested for testing above, but the main thing for me is that we need to reduce Capacity and increase Dissipation.
#7
Posted 20 September 2015 - 10:26 PM
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