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Constant Dissipation


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#1 Naduk

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Posted 18 September 2016 - 06:51 PM

The lower heat cap and dissipation of the current pts are nice, it's good to see them trying stuff out
However they still feel much of a muchness compared to the current live game
People still do what ever ridiculous high alpha they want it's just not quite as fast

I feel we could achieve a more classic battle tech feel if the hotter you get the slower you dissipate heat

It would need to be severe to force people out of the mega alphas
But it could work

The pts currently has three stages of heat
This is the perfect beginning
At each stage above green , reduce heat dissipation by 50%
Yellow would be bad at 50%
Red would be something you're afraid of at an additional 50% reduction
Obviously numbers are just guessing here and real math needs to be applied and tested

This way if you dump a huge alpha and spike your heat you will stay hot for a really long time
But if you pick weapons for the moment and fire selectively you can stay cool and keep shooting

This would relegate alpha strikes to those moments when you're sure you can get away with it or you're really freaking desperate

What do you guys think ?
Is it an idea worth exploring ?
How do you think this would change the game ?

This would open the doors to other heat penalties like movement and ammo/pilot cook-off
But one issue at a time I guess

#2 Y E O N N E

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Posted 18 September 2016 - 07:02 PM

That's bass-ackwards. The hotter you get, the faster you should dissipate because there's a larger differential between your source and the environment.

It is also irrelevant whether you put the slower dissipation at the top of the bar or the bottom, the result is the same with regard to limiting alpha strikes.

#3 Naduk

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Posted 19 September 2016 - 01:13 AM

if the environment was any good at bleeding heat, we wouldn't need heat sinks at all

and no its not the same if you put the slower bleed at the bottom
if you put faster cooling at the bottom you encourage firing less weapons more often (think chain fire medium lasers)
but if your heat/damage output is extremely rapid, you will cross into the higher layers and begin to create more heat than your bleeding, eventually over heating

it would also create a visible measure that your mech is suffering from the stress of excessive heat
it also creates that riding the red line environment , many people enjoy the feeling of pushing a design in that way

#4 vocifer

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Posted 19 September 2016 - 03:50 AM

Faster cooling at top means if you want to do a large alpha, you should take your time to cool enough, and then be rewarded with ability to deploy this alpha. Normally, you wold just keep your heat at 50% and chainfire, limiting your effective heat cap (read: ability to make an alphastrike).
Chainfiring will bring you slowly to certain the level of heat, dependent on your ROF, no matter of initial heat level you've been.

Faster cooling at bottom means that flamers will push you into a trap with no exit. Alphas (the evil way of firing) would throw you into the same trap. You can just eject at this point.
Chainfiring (the righteous way of firing) will bring you either to 100% or to 0% depending on the initial level of heat even with equal ROF.
It's dumb and illogical.

#5 davoodoo

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Posted 19 September 2016 - 05:47 AM

View PostNaduk, on 18 September 2016 - 06:51 PM, said:

huge alpha

Its ed, theres no huge alphas here...even in gh we havent got huge alphas.

Come back when we can fire 120 dmg more than once.

Edited by davoodoo, 19 September 2016 - 05:53 AM.






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