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Minimum Hs? Why


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#1 Rhayn

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Posted 14 July 2016 - 01:39 PM

Why? The engine I have in my Kingcrab already has 10+4 heatsinks, so there's no point in it. On the other hand, my locust that is boating SRMs and most spiders that carry 4 machine guns have to sacrifice tonnage and space for 3 useless heatsinks. Why? What is this meant to achieve? I know that some stuff has been done to reduce alpha strike damage using pretty broken methods like ghost heat, but can PGI not even spend the time to balance this heat sink minimum for each class? Was this even implemented to reduce alpha damage? I can not see the purpose in this blanket ban of having less than 10 heatsinks which applies to lights and assaults in the same manor, when gauss boats generate close to no heat so HSs aren't needed, yet 33% of spare tonnage.

Quoted from Magazine 1; "A locust with XL , max armor, feros and endo nets you 9.15 tons of free space - 33% going to HEATSINKS... "

Edited by Camm2310, 14 July 2016 - 01:39 PM.


#2 Telemachus -Salt Wife Salt Life-

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Posted 14 July 2016 - 01:44 PM

Battletech rules. Cannot launch your fusion/nuclear engine or whatever without 10 heatsinks. One of the few things PGI apparently keep consistent with tabletop rules

Edited by Telemachus Rheade, 14 July 2016 - 01:49 PM.


#3 EgoSlayer

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Posted 14 July 2016 - 01:47 PM

View PostCamm2310, on 14 July 2016 - 01:39 PM, said:

Why? The engine I have in my Kingcrab already has 10+4 heatsinks, so there's no point in it. On the other hand, my locust that is boating SRMs and most spiders that carry 4 machine guns have to sacrifice tonnage and space for 3 useless heatsinks. Why? What is this meant to achieve? I know that some stuff has been done to reduce alpha strike damage using pretty broken methods like ghost heat, but can PGI not even spend the time to balance this heat sink minimum for each class? Was this even implemented to reduce alpha damage? I can not see the purpose in this blanket ban of having less than 10 heatsinks which applies to lights and assaults in the same manor, when gauss boats generate close to no heat so HSs aren't needed, yet 33% of spare tonnage.

Quoted from Magazine 1; "A locust with XL , max armor, feros and endo nets you 9.15 tons of free space - 33% going to HEATSINKS... "


That's Battletech core rules. Every engine requires 10 heatsinks and those that are included in the engine are part of the weight. Every 25 of engine rating grants internal engine space to house the heatsink.

Edited by EgoSlayer, 14 July 2016 - 01:48 PM.


#4 Alistair Winter

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Posted 14 July 2016 - 01:47 PM

View PostTelemachus Rheade, on 14 July 2016 - 01:44 PM, said:

Battletech rules. Cannot launch your fusion/nuclear engine or whatever without 10 heatsinks. One of the few things PGI apparently keep consistent with tabletop rules.

One of the many things, as I see it. They're surprisingly strict, which I usually appreciate.

Also, +10 points to House Hufflepuff for not releasing any PGI-original mechs not based on lore.

#5 Revis Volek

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Posted 14 July 2016 - 01:53 PM

Because 10 is the magic number.

#6 FupDup

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Posted 14 July 2016 - 01:59 PM

I don't really mind the 10 HS rule.

The rule that I DO mind a lot is the rule that sub-250 engines have to allocate their 10 HS on the outside rather than the inside. The reason I hate it is because it creates the following consequences for all mechs with sub-250 engine caps:

1. Reduces the amount of available critical slots. This is primarily evident on the Inner Sphere side, with their 3-slot DHS and 14-slot Endo and FF.

2. Reduces heat capacity.

3. Reduces heat dissipation.


And for all of those opportunity costs, sub-250 engines gain basically nothing. They don't even award you with tonnage savings, because the items above mean that you have just lost tonnage effectively (e.g. reduced heat efficiency means you need more DHS, can't always use IS FF, etc.).

I guess I'm just a heretic. :\

#7 dervishx5

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Posted 14 July 2016 - 02:00 PM

I miss the negative heatsinks of the Alpha. When you could run a Commando with 6 heatsinks and 3 SRM 6.

#8 parafighter

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Posted 14 July 2016 - 02:11 PM

In the Tabletop game the first 10 heatsinks that come with fusion reactors weigh 0 tons. For some reason the video game engine cant handle heatsinks outside the reactor weighing 0 tons, so the fudged the reactor weights to make sure the tonnage is the same as canon.

#9 Brain Cancer

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Posted 14 July 2016 - 02:52 PM

Because damaged engines can produce up to +10 heat per turn, so engines have a minimum number of heat sinks to prevent an idling engine from cycling overheat until something explodes or worse.

MWO just has a truly horrible version of things, which is why we have a negative weight engine on Urbanmechs and will watch the Mechlab explode if they ever add things like XL gyros.

#10 Ryllen Kriel

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Posted 14 July 2016 - 02:56 PM

Randomly shutting down due to overheating without even firing your weapons is probably considered a bad thing in a mech combat game. Curse those fusion engines and their heat!

#11 Felicitatem Parco

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Posted 14 July 2016 - 03:00 PM

There is no valid reason according to PGI.

PGI said that ten single heatsinks are required to prevent heatlocking your Mech. That means you should be able to drop with 5 DHS. However, you are not allowed to drop with 5 DHS even though it meets PGI's requirements for a valid build.

According to PGI we should be able to drop with an XL125 with 5 engine DHS, but they failed to code the game that way because Dice Bangers insist on TT rules. It's one of the drawbacks of this being a "BattleTech game" instead of a Mechwarrior game.

Edited by Prosperity Park, 14 July 2016 - 03:03 PM.


#12 Rhayn

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Posted 14 July 2016 - 03:11 PM

I really don't mind that rule if it's based off TT, but why are they strict here and not on the clan omnipods when most players think that clan is already OP? Why punish the lights even more when I saw them at 4% today, why can we not just launch with 6-7 DHS instead of 10SHS. I'm assuming that TT didn't have this requirement as I think the wasp (I think that's the name) was even lighter than the locust, which would pretty much allow it nothing but SHSs if it had a low pod space. I love the speed and small size of the locust so much, and it frustrates me that in every non-energy build I'm wasting 3 tons out of the available 8.1 tons available to me when including engine and armor :(

#13 Felicitatem Parco

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Posted 14 July 2016 - 03:16 PM

View PostCamm2310, on 14 July 2016 - 03:11 PM, said:

I really don't mind that rule if it's based off TT, but why are they strict here and not on the clan omnipods when most players think that clan is already OP? Why punish the lights even more when I saw them at 4% today, why can we not just launch with 6-7 DHS instead of 10SHS. I'm assuming that TT didn't have this requirement as I think the wasp (I think that's the name) was even lighter than the locust, which would pretty much allow it nothing but SHSs if it had a low pod space. I love the speed and small size of the locust so much, and it frustrates me that in every non-energy build I'm wasting 3 tons out of the available 8.1 tons available to me when including engine and armor :(


Because if they drift too far from TT rules, then people yell at them. They pick and choose which things to get yelled at about.





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