Deathlike, on 15 September 2016 - 04:50 PM, said:
The Cap is higher in the current game. Your TT idea (base 30 cap) would make Lights hit that cap that much quicker.
The dissipation is slightly higher in the current game (only because of efficiencies) than in TT (significantly worse on the PTS). Your TT idea doesn't change dissipation that much.
It's not better as it'll be net worse.
TT does not have a base 30 cap. It has a base "whatever you mount" cap. Just clarifying there. And no doubt they'll hit it a bit quicker.
MWO, with skills on top of the base cap calculations allows for low cap mechs - which includes lights, dakka mechs, and pretty much anything else with fewer than 42 DHS - to have a higher heat cap than normal. The fewer heat sinks you mount, the better your bonus is. Right now, mounting the minimum number of heat sinks... 10, gives you a heat cap equivalent to having mounted 15. 30 heat cap plus 30 instead of 20 plus 30. So no doubt TT would be more punishing here by taking away that bonus heat cap.
For a Jenner-F with 300XL, 14 DHS, and 6xML, it's a difference between 66.72 heat cap with 2.94 dissipation (live), and 58 cap with 2.8 dissipation (TT). Enough of a heat difference to allow for 2 extra MLs to be fired on the march to shutdown.
It should be noted here, though, that even though the standard dissipation rate under TT for the heat cap is 2.8pts per second, because the penalty bar dissipates at a simultaneous but variable rate, while you're waiting for the medium lasers to cool down you get a teensy bonus that brings up the total effective dissipation rate to 3.35pts/sec. Your max dissipation rate almost approaches double your standard dissipation rate right as your heat cap almost reaches 0. At this point your heat cap is still venting at 2.8 a second, and your penalty bar is almost at the same rate - so nearly 5.6pts/sec. Folks asked for lower caps and higher dissipation. Well there ya go. Lower soft heat cap, and higher soft dissipation rate. TT gives it to you, but you have to earn it.
The penalty system hurts you for trying to stay at redline by keeping your penalties up, but rewards you more when you completely stop firing for a long time. Just thought I'd throw that out there. Anyway...
That's 5 alphas to shutdown on Live, and 4 for TT... though Live greatly exceeded cap in 5 alphas (it was at redline after the 4th) and TT only broke cap by a single heat point in 4. It's unlikely you would have risked the 5th alpha on Live, being so close to shutting down. A fractional second delay in firing under the TT version would have left both mechs not shut down after 4, and able to alpha a 5th time on the next cycle. Either way, both mechs needed to cool off after 4 and realistically unable to do 5.
This is a fairly small disparity between Live and TT that results from removing the same low-cap buff that both the Oxide and Kodiak-3 get to use currently. Neither of them does under a base TT system unless we add it back. All builds would be brought into parity... low cap and high cap alike.
So 4 30-damage alpha strikes is still not bad for a light, and you still get the 5th if you put like, a 0.3 second firing delay on each cycle under the TT system. In either case, taking the 5th shot would not have been recommended. If you try to keep your damage up after you redline... the TT system will punish you much harder than Live does - your output would drop off significantly. But if you stop firing and cool off, the TT system will reward you by doing it a few seconds faster than on Live. Good heat management matters a LOT more under the TT system than on Live.
If you resist the temptation to spam as much damage in a short amount of time as you can, you'll be rewarded with equal or sometimes better output than on live. If you don't resist that temptation, and just hold down the "fire everything" button all the time, you will suffer WAY worse than Live, and your output will be much lower.
Here's the thing though... everything you're going to fight will have the same heat issues you might have. AND those mechs will be facing some serious movement and engagement penalties when you come up on them. Chances are, they'll turn a lot slower than they do on Live due to movement penalties, and will have a hard time trying to target you due to HUD/Sensor penalties, they'll also have to dial way back on their damage output compared to Live to try to deal with you.
A light should be able to control the tempo of that fight a lot better than on Live. Add some flamers into the mix, and most mechs will be sitting ducks for a nimble light. Cunning here wins out over raw output.
Now... is all that ENOUGH to overcome the minor base heat nerf? I think it is, in the end, but it's hard to know. All we can do out here is punch numbers. I can't say how players will use this new shift in paradigm. Lights won't necessarily have to worry about getting into direct fights like they do now.
Edited by ScarecrowES, 15 September 2016 - 07:17 PM.