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#1
Posted 01 January 2016 - 11:57 AM
#2
Posted 01 January 2016 - 12:28 PM
You're generally going to be around 60 heat as your maximum capacity, thus 100% means 60 heat.
Regular PPC's do generate 10 heat, which should be roughly 15%.
#3
Posted 01 January 2016 - 12:30 PM
#4
Posted 01 January 2016 - 12:33 PM
#5
Posted 01 January 2016 - 12:36 PM
pavcio002, on 01 January 2016 - 11:57 AM, said:
wat.
pavcio002, on 01 January 2016 - 12:33 PM, said:
There's a base capacity as well. I think it's something like 30?
Edited by Yosharian, 01 January 2016 - 12:38 PM.
#6
Posted 01 January 2016 - 12:40 PM
pavcio002, on 01 January 2016 - 12:33 PM, said:
Build your mech in smurfy and press "weaponlab" button.
#7
Posted 01 January 2016 - 12:43 PM
#8
Posted 01 January 2016 - 12:44 PM
pavcio002, on 01 January 2016 - 12:33 PM, said:
Do the above to make it easy, or do the Math yourself.
Base heat capacity is 30, every mech gets this.
Assuming you have DHS, and a 250+ engine, that gains you 10 * 2 heat capacity, bringing you to 50 heat cap.
Those are called TrueDubs, as they give you the full +2 heat cap and +0.2 heat dissipation
Then any heatsink you add yourself (that's a DHS) is a PoorDub, which only give you +1.5 heat cap and +0.14 heat dissipation
So, if you have 16DHS, that's 6 PoorDubs.
6*1.5=9
Bringing you to a 59 base heat cap.
If you have efficiencies, that can go up 10 or 20%. You sound new, so I'll assume no efficiencies, which means it's just a 59 heat cap.
#9
Posted 01 January 2016 - 01:01 PM
#10
Posted 01 January 2016 - 02:18 PM
#11
Posted 01 January 2016 - 02:26 PM
Narcissistic Martyr, on 01 January 2016 - 01:01 PM, said:
He actually already stated he knew the mechanic, as he quoted the additional heat it generated. If you can come up with a better balance mechanic go for it, but without ghost heat have fun dying when a nova shoots you with 12 MLs and no ghost heat.
#12
Posted 01 January 2016 - 02:26 PM
In the real world there are many mechanical systems that have a linear cooling system below a certain threshold. Once that system hits max based on above normal activities the heat build up/cooling now have a curve. Gun barrels are the perfect example. If in an extreme situation there is a life or death need to continue firing above X the barrel and the gun will begin to have issues that get worse with the more shots. This is really not important if you are about to die.
You may find that the stalker will get more ability to fire off more as you "leet" it. You may also want to switch the ppcs to lg lasers any make. I have found that 2ppc mounted over each other are great at killing mechs, but the overall damage are worse because of misses vs laser hitscan.
I do have a lrm Warhawk that uses 2 erppcs for close combat and shots while I get locks. I really hate hide in back lrm boats and I wanted something that could put pressure on the enemy at the front or while nascaring.
PPC in the video game ATM (not lore) are a niche weapon like lrms and gauss. They need special builds and play styles to be a better choice over lasers and then ACs.
You seem to have found the first reason they are not a goto choice. HEAT
#13
Posted 01 January 2016 - 03:14 PM
MauttyKoray, on 01 January 2016 - 02:26 PM, said:
As per sec 2 of Narcissistic Martyr's Balance Manifesto 2016 (I post a new one each year even if they do tend to end up getting deleted for some reason).
As ghost heat is not an effective deterant to the laser vomit meta and is by its nature opaque to new players (see the 3 days where the nova prime was a trial mech and new players instasploded themselves willy nilly for evidence for the latter), ghost heat should be removed from the game. Instead it needs to be replaced by a new mechanism that is intuitive for new players to grasp and achieves the important balance goals of limiting energy weapon spam, balance gauss against the higher heat auto cannons and non-PPFLD clan UACs. The mechanism proposed to meet these needs is a limitation of engine power capacity.
This mechanism is intened to show the power that the fusion engine can generate and store. Available engine power will be decreased by firing energy weapons, moving, running ECM and BAP, during the cooldown/recharge period for gauss rifles, using MASC, and firing JJ. The precise rates of energy consumption would need to be derived from itterative testing, however, proposed starting values and reasoning for them are included in section 4. Ultimately, engine power provides PGI with a superior tool for balancing both weapons and mechs. For example, PGI could quirk the awesome (an under performing mech) to have more energy capacity so it can fire 3PPC and then give it lower rate of energy generation to compensate for the increased alpha.
For increased user friendliness and new player accessibility, the weapons groupings in the bottom right hand corner of the HUD should show the weapons that you have enough energy to fire. Weapons that one can currently fire should have their bar be blue and those that you do not currently have enough power to fire in a weapons group should be red. If one attempts to fire more weapons than one has power available to fire only the weapons in blue will fire. The choice of blue and red is to allow both red/green and blue/yellow colorblind people to differentiate between the ready to fire and insufficient power states. Weapon cooldown should continue to be shown in the current fashion.
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