

Is There An Upper Limit On Heat Sinks?
#1
Posted 04 April 2016 - 09:53 AM
I'm wondering if in MWO there is a upper limit of heat sinks, i.e. above this number any more addition of heatsinks will have no effect.
I'm asking as I have a Raven 3L sniper build, with 3 x ERLL and 1 x ML. And had 4 double heat sinks. but would still over heat and shut down.
So I made some sacrifices on armor and ECM and got another heat sink in there. Now I have 5 double heat sinks in this little guy and even then on maps like River City I over heat and shut down. Recently in a 1 v 1 I had to over ride shutdown and within seconds after my alpha strike my engine got destroyed from over heating.
P.S. I dont always alpha strike, I only use the ML if I'm close enough for it to affect but thats very rare.
Thanks
#2
Posted 04 April 2016 - 10:06 AM
#3
Posted 04 April 2016 - 10:22 AM
So, assuming you had at least a 250 engine you were using 14 DHS. Going from 14 to 15 is not as great a jump as going from 4 to 5.

Heat management is a very important skill to make your own, good luck with it!
#4
Posted 04 April 2016 - 10:44 AM
That is why why adding a single heat sink doesn't offer you a noticeable change, you aren't adding 1 to a total of 4 heat sinks, but 1 to 14, and on top of that the one you are adding isn't a true dub but 1.4 so the change is barely noticeable.
Also I need to correct Veteran4568 who hints at ghost heat, while that notion exists in game and causes extra heat to be produced when going over ghost heat limits for linked weapons fired simultaneously, it is currently sitting at 3 weapons for the group of IS Large Pulse Laser, Large Laser and ER L. Laser, so 3 ER laser don't incur in ghost heat penalty. That said IS ER Large Lasers are hot and naturally 3 are 50% hotter than two.
#5
Posted 04 April 2016 - 10:47 AM
Heat management isn't easy, but you get the hang of it. Also remember that heat sinks do nothing to stop heat generation. They only increase heat dissipation. The more you have, the faster the heat bar will go down. Like other have stated, learn to control your heat by chain firing or manually slowing your fire rate.
#6
Posted 04 April 2016 - 10:49 AM
This would be all fine and good though if weapons also followed the same game turn scale as tabletop, which is 1 shot per 10 seconds... but they don't...in fact most every weapon can fire twice as often or more than in tabletop, which means twice the heat load to deal with. Then there's the fact that the weapons themselves often diverge from tabletop heat numbers. PPCs, Autocannons, missile launchers, gauss and MGs match the figures in tabletop but laser weapons are all over the damn place. In TableTop, Inner sphere weapons a small laser is 1 heat for 3 damage, a medium 3 for 5 damage, large 8 for 8 damage. An ERLL is 12 for 8 damage, a LPL is 10 for 9, a MPL is 4 for 6 and a SPL is 2 for 3. Well in MWO the Small is 2 for 3, the Medium laser is 4 for 5, the large is 7 for 9, the ERLL is 8 for 9, the LPL is 7 for 11, the MPL is 4 for 6 and the SPL is 2 for 4. In other words, the small and medium lasers as you'd see most often on light mechs end up with more heat generated than the large lasers ones do, for less efficient damage curves. And that's just the Inner Sphere versions. The clan ones are even more broken. And none of that take Ghost heat into account.
Edited by Dee Eight, 04 April 2016 - 11:11 AM.
#7
Posted 04 April 2016 - 11:03 AM
the Double heatsinks built into the engine are more powerful than out of engine heatsinks or heatsinks put in the engine "heatsink slot", for your Raven each heatsink in the engine gives 0.2 points of heat disipation per secons and 2 heat capacity, while out of engine heatsinks give 0.14 and 1.4.
if you are using the stock engine you only have a 210 engine with 8 in engine heatsinks, if that is the case I strongly recommend upgrading to at least a 250 to get the 10 "full power" Double Heat Sinks, also in your Raven 3L I strongly recomend using an XL engine, unfortunately an XL255 will total 4.1 million cbills, you may also want Endo Steel internals and Fero Fibrus Armor.
you will end up with something like this,
http://mwo.smurfy-ne...3aaa957c9271fb1
unfortunately it will cost you a total of something like 6.5 million cbills to do all the upgrades
that build can fire everything none stop for 47 seconds before overheating whereas the build you were originally running which I am guessing was something like this,
http://mwo.smurfy-ne...009a70f7b8e479b
would overheat in 21 seconds, if you have 3 ERLL the 3L only has 3 energy hardpoints so it is impossible to have 3 ERLL and a ML, but 3 ERLL would overheat in less than 10 seconds if you are alpha firing due to "ghost heat", if you chain fire you have 15 seconds.
in a Light Mech you want to fire and move, if you want the 3 ERLL you want to stay as far away from the enemy as possible while staying in weapons range, shoot then move to the next patch of cover, use your speed to dictate engagement range and if you start running hot hide until you cool down.
Edited by Rogue Jedi, 04 April 2016 - 11:15 AM.
#8
Posted 04 April 2016 - 11:15 AM
Rogue Jedi, on 04 April 2016 - 11:03 AM, said:
Russ mentioned friday in the town hall that they're fixing that problem... that mechs with engine sizes under 250 will now get the same FULL rating effect for their first 10 heat sinks even if some are outside the engine, to solve a complaint comparing say Locusts and Jenners, with the same weapon configurations and heat sink numbers, the locusts would over heat and shutdown while jenners would not. This will make two of my centurions and my three kitfoxes happy.
Edited by Dee Eight, 04 April 2016 - 11:17 AM.
#9
Posted 04 April 2016 - 11:18 AM
1) slots. No slots = limit.
2) tonnage. No tons= limit.
3) Heat management "2". At this point any heatsinks you add have no value because overheating is nearly impossible.
Aim for 1.4 or higher on mwo mechlab's heat management stat. 1.52 could run for almost 2 minutes of constantly firing.
#10
Posted 04 April 2016 - 12:10 PM
Dee Eight, on 04 April 2016 - 11:15 AM, said:
Russ mentioned friday in the town hall that they're fixing that problem... that mechs with engine sizes under 250 will now get the same FULL rating effect for their first 10 heat sinks even if some are outside the engine, to solve a complaint comparing say Locusts and Jenners, with the same weapon configurations and heat sink numbers, the locusts would over heat and shutdown while jenners would not. This will make two of my centurions and my three kitfoxes happy.
that is only for Mechs which cannot mount a 250 or larger and will take the form of a heat dissipation quirk, that is only to help Mechs like the Locust or Commando
#11
Posted 05 April 2016 - 03:12 AM
much obliged guys

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