Kaeb Odellas, on 26 November 2015 - 01:40 AM, said:
TruDubs would only give you a 30 point heat cap if you carry 15 DHS. Most IS lights and mediums would be hard pressed to fit that many in a build unless they can fit in a big XL engine. Removing the base 30 especially screws over the smaller lights that have to depend on energy weapons and can only squeeze in the minimum 10 heatsinks.
I've took some time and checked around, and haven't found any Light mechs, that are somehow impeded by 20 heat cap from 10 DHS. Other than that, heavier Lights can in fact spare some space for additional DHS, and it's all rounds up to a simple question - are you better with more weapons, or are you better with more heatsinks? As of now, you're always better with more weapons, as external heatsinks are rubbish, which is partly why Firestarters and Arctic Cheetahs are the top dogs in Light division.
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Laservomit builds aren't OP because of the heat cap. They're OP because of instant pinpoint convergence. Laservomit would still be potent in a low heatcap, high dissipation game, only instead of being massive peek-and-hide alpha monsters, they'd be powerful sustained-fire brawlers.
Unfortunaly yes, they are OP exactly because of heat cap. Pinpoint convergence for lasers is compensated subtantially by the fact they have duration value. Their accuracy is their essential feature, that makes them efficient despite heat limitation.
What makes laser-vomit OP is 1.) the
sheer volume of damage that they are capable of unloading in one burst, and 2.) their capability to unload that volume
several times in a row. Both issues are based upon oversized heat buffer. Basically the raw might of the laser-vomit counteracts torso-twisting and arm-shielding. Lighter half of mechs does not possess enough armor to make it matter, while heavier half of mechs cannot torso twist fast enough, thus the major part of one laser salvo goes into the intended component. If pin-point convergence would be delayed, it would not fix the issue one bit, but will make other weapons suffer the finishing blow to their viability.
Laser-vomit, that is only potent in sustained-fire brawling is no longer a laser-vomit. If energy-boats will be unable to barf 50-60 damage laser salvos, but otherwise will be able to brawl competetively or chain-fire PPCs mindfully, this will be the shimmering success for balance.
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Further, PGI messed with heat capacity because of the way it works in tabletop. Heat is dissipated in the same turn as weapons are fired, so a mech with 30 heatsinks (or 15 dubs) can fire 2 ERPPCs in one turn and end the turn with zero heat and suffer no heat penalties because each turn is 10 seconds. If we translated the heat penalty scale from tabletop and stuck to the 30 point heat scale, each time you fire an ERPPC you'd suffer movement and accuracy penalties
I'm not sure what all of this has to do with the topic. If 30 base heat cap will be removed, this will result in exactly the same result in MWO. 15 dubs will give you 30 HC and 3 HD, you fire 2 ER-PPC, and in 10 seconds you're cooled off. I'm not arguing against overheat penalties, but simply heed them unnecessary.
PGI messed with heat capacity because they've adapted MWO to the realities of FPS environment. They've doubled the mech's durability and increased weapon cooldowns variably starting from 2.5 multiplier (4 seconds cooldown). They've figured out the heat will be an issue with these dynamics, but they've picked the wrong approach trying to address it. Instead of increasing practical DPS by heat dissipation, they've increased the heat capacity, which is responsible for limiting the alpha-strike.
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And flamers aren't pathetic because of the heat cap. They're pathetic because the devs couldn't figure out a way to make them useful without making them open to abuse. 9 Flamer hunchbacks were a thing, and it was not fun to boil to death in your mech and have absolutely nothing you could do about it.
Nevertheless, removing base heat capacity would make Flamers viable, because there will be much less heat capacity to work against, and it's own heat tax would be possible to counter with respective amount of heatsinks. This way a Flamer will be a viable brawling crowd-control weapon, that might work just as well against ballistic and missile mechs. That would compensate for its ridiculously low range and damage potential.
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EDIT: I agree that the heat system is pretty messed up, but doing away with base heat altogether is not the answer. Giving different mechs different base heat capacities would be an interesting avenue for balancing mechs, however.
Everyone has the right for their own opinion, of course. I had these problems with heat ever since Closed Beta, and they still stand firmly. Until either base heat cap or heatsink heat cap are removed, rave parties will never cease to be the mainstream. Fiddling with laser weapon values has a tendency to create popular bias, which means it will not fix the problem, until laser are practically worthless.
For any mech-specific handicaps, there's quirks in place - they are already used to modify weapon heat tax and also can be used for specifically addressing heat capacity and heat dissipation on a per-variant basis, which would promote mech diversity.
Regardless, my point still stands - the
base heat management system is malfunctioning. And you don't fix general issues with particular changes.