BigBenn, on 17 December 2015 - 06:23 PM, said:
The MAD-3R has a 50% quirk for PPC velocity. After using the -3R quite a bit (mastered) I strongly believe a velocity boost is all the PPC family needs. Leave everything else alone.
Increase cooldown timer with Velocity increase, revise ER/PPC quirks. Gauss Rifle is closer to Solaris 7 delay than previously. You could go and increase cooldown timers on C-IS/ERLL
Lightfoot, on 17 December 2015 - 08:33 PM, said:
ERPPCs are too hot when you have imposed DHS 1.5. It's okay that they cap out after sustained firing, it's not okay that you need 26 double heatsinks to run 2 of them. That breaks Battle Tech mech designs. AWS-9M, Adder, Nova Cat, etc. None of these mechs work as they do in Battle Tech due to uncontrollable overheating.
It may break TT designs with 10sec rnds but S7 (2.5sec rnds) is also based on the BT universe, and all the high heat generated weapons could not be fired at once nor as often after cooldown (delay). One of the outstanding items is the actual buffer, the ability to exceed the heat cap by whatever margin before cooling is applied at the end of the round. That HScale buffer is more pronounced in one verses another:
(I am sure I screwed up something here)
TT: 30 Heat Scale+SHS:DHS (ex. 30HS w/20DHS = 50. Fire 4ERPPC (15ht each=60ht)
cooling 1pt SHS or 2pt DHS, every 10 secs (0.1/sec or 0.2/sec)
vs
S7: 120 Heat Scale + SHS:DHS Weapons heat is BT# * 4
cooling is 1pt SHS or 2pts DHS, every 2.5 secs (0.4/sec or 0.8sec) Remember, weapons have a delay(cooldown), the number of rounds the weapon can not be fired.
3 delay or 7.5sec cooldown ERPPC/PPC/ERLL/LPL
2 delay or 5.0sec cooldown Gauss Rifle/AC20/LL/MPL/LRMs
1 delay or 2.5sec cooldown most others
0 delay (can fire next round) AC2/MG/AMS
MWO: 30 Heat Scale + (internal 1pt SHS or 2pts DHS, max 10pts or 20pts) + external 1.1 to 1.5? SHS;CDHS:ISDHS
cooling varies, dependent on the number of SHS/ISDHS/CDHS, from 0.1/sec to 0.2/sec
250+ engines
30+10 (SHS in engine) + external SHS = 40+ externals
30+20 (DHS in engine) + external DHS = 50+ externals
What if FASA had set the rules where weapons heat total could only exceed the cap by a set percentage (50%) before cooling kicked in at the end of the round? And/or it had additional internal structural damage occur if mech ended round beyond the heatcap, such would happen if the mech had taken an engine crit during that round. It would be similar to locking the HScale at 30. /shrugs In the end 10secs is a long time. For BT then only 3 of 4 ERPPC (15ht each) max could be fired. 17SHS (10internal+07external) or 10DHS internal (running is 2pts heat) to make sure it stays under the heat cap.
- Does both sets of ERPPC/PPC and autocannons need a boost in velocity? Yes
- Does how the HeatScale cap function need to be reduced? Yes, where only the amount of heatsinks increases it, regardless of type.
- Should there be more threshold points in the Heatscale than just what happens at Max Cap? imho yes, at least 1, if not 2, additional points where movement penalty kicks in. If one at 66%, 2 at 33% then 66% -- 75% or 50%/75%.
Edited some typos but to add, the game needs a better heat foundation, be it a mix of BT/S7, but not just of the positive side but also of the negative side, a ying for the yang. Do to no convergence/CoF, be it during poptarting (which was primarily done at range), peek and scoot/fade, there will always be that heavy FLD. What you want to happen is to reduce how often that can be done with a timespan. Desync velocity (but not extreme like current setting), increased cooldown timers is a start, but should be followed by a reduction in max heat cap (compromised between current TT/MWO, more along S7) and additional heat threshold points.
The above with a total revision of quirks and weapon duration length to add actual flavor to each techline and to each chassis/chassis line.
Edited by Tarl Cabot, 20 December 2015 - 03:56 PM.