Kuaron, on 24 September 2016 - 01:47 PM, said:
1) Ah, the 15% by skills? Or, counted down, 13% reduced heat cap if one counts the skills as you suggest? I gives your DHS an effective 1,74 cap spoken in today's MWO numbers. And we are comparing with 1,2 DHS cap on PTS and 2,0 in your suggestion. Even if you take life server, IIRC we have 1,4 external and 2,0 internal DHS cap bonus there. Yours are not really below.
3) Are you explaining the system again on assumption I didn't understand it yet?
Maybe I shouldn't call it redlining, it's more like: 5-10 points into the red, and then down into the white. And repeat. But still an optimal behaviour.
Or let me put it like this (with randomly guessed numbers):
You fire 3 PPCs and are cooling down. When you are cold enough to fire again, you notice: If you had fired all 4 PPCs, gone into the red, and waited the same sime, you'd be equally cold due to the parallel cooling of the penalty bar, but wouldn't have waisted the dmg.
Let's look at the actual numbers, shall we?
10 DHS... MWO Cap 30 (+30), dissipation 2.3pts/sec. Proposed TT Cap 20 (+30), dissipation 2.0pts/sec. Heat cap at minimum reduced outright by 1/3 (10pts). Base dissipation reduced 0.3pts/sec. 30pts of heat separated and penalized.
20 DHS... MWO Cap 46.8 (+30), dissipation 3.91pts/sec. Proposed TT Cap 40 (+30), dissipation 4.0pts/sec. Heat cap reduced 6.8pts (14.5%). Base dissipation increased 0.09pts/sec. 30pts of heat separated and penalized.
30 DHS... MWO Cap 63.6 (+30), dissipation 5.52pts/sec. Proposed TT Cap 60 (+30), dissipation 6.0/pts/sec. Heat cap reduced 3.6pts (5.6%). Base dissipation increased 0.48pts/sec. 30pts of heat separated and penalized.
By the numbers, heat cap and dissipation are normalized to heat sinks. High cap mechs, which will exclusively feature large, energy-based platforms, receive a minor reduction in heat cap overall, but a significant boost to dissipation. Mid-cap mechs receive moderate reductions in cap and minor boosts to dissipation. Low cap mechs, which are either extremely weak light mechs or, as often, large ballistic-based platforms, receive a major heat cap reduction and moderate dissipation reduction.
The proposed changes actually impact low-cap, cool-running mechs harder than they impact hot running mechs. No more free heat cap. And even with full 2.0 DHS, the overall cap is still lower across the board than on Live. Moreover, with my skill system working in reverse of the existing one, the results from 2.0 DHS (already noted as lower than Live) are the maximum results you can achieve. Both max and practical heat caps lowered for all mechs.
And don't randomly guess the numbers. The maths are pretty simple overall, so it shouldn't be much trouble to pick a build and see how it runs.
Let's say you have a 40-point heat cap (20 DHS), and you've just fired a combination of weapons which maxxed out your heat cap and accumulated a 10-point penalty. You let your heat cap drop 10 points (25%) to 30pts. Averaged from 0 to 25% over the duration is 12.5%. Since we're using a percentage of the unused cap times a base 3pts/sec dissipation for the penalty meter, this results in a (0.125x3) = 0.375pts/sec dissipation rate for your penalty - times 2.5 seconds is 0.9375pts. So your penalty, which WAS at 10 points when you started, is now at about 9.1 points.
If you accumulate penalties, and proceed to redline it by continuing to fire as soon as you free up a little cap space, your penalties are going to take a LONG time to clear. A lot longer than it would take if you just stopped firing altogether. In fact, almost 30 seconds to clear 10 points of penalty using the above example. If it was 30 points of penalty, you'd be stuck under those penalties for somewhere around a minute and a half when redlining. It would have only taken you 15 total seconds to wash away your full 40-point heat cap and 30 points of penalties if you stop firing altogether.