Grus, on 26 January 2017 - 08:23 AM, said:
Now I'm not too deep on TT to understand the +1 heat thing. Please go into that more so I can understand.
The heat scale system in battletech worked...for a balance perspective...regardless of inner sphere or clan tech because all heat was applied in the heat effects phase of a game turn that represented 10 seconds of time in the game. That it took TWO players perhaps ten minutes or more to play out ONE turn with all its seperate phases is why a lot of folks are looking forwards to the new Battletech online game. They WANT that "chess with robots" experience, with all the strategy of the original on their computer screen.
The heat scale system tracked the NET heat left in a mech at the end of the heat phase, and penalties were then applied afterwards and that carried forwards into subsequent turns since the scale was cumulative. It went from zero to thirty. Anything above thirty wasn't tracked because thirty meant automatic shutdown. The heat from firing weapons, heat from movement, heat from weapon damage, and the cooling of heat sinks, was all applied simultaneously. Thus if you had two engine critical hits, your mech received +10 heat (the same as firing a standard PPC) each turn, during the heat phase.
The weapons firing and movement of mechs in MWO, largely derived from the heat scale in Battletech (which is why a PPC generated 10 heat when it fires, an SRM6 is 4 heat, etc), but the game doesn't use "turns". It does it all in real time, second to second, thus PGI has had to invent ways to allow players to fire weapons faster than once every ten seconds. Thus we have cooldown times, burn durations, and total heat capacity along with heat dissipation.
So +10 heat every ten second battletech turn would be +1 heat per second in MWO gameplay time. That might not seem like much, per second, but added to all the other heat a mech can generate and it will put a serious damper on your play style. Say you had a Nova-prime which lost its right side torso and right arm. It would still have the six ERML in the other arm, and 2 extra DHS left external to the engine. The total heat capacity of a nova is 30 (automatic base all mechs start with) + 20 (for the core 10 engine heat sinks) + 1.5 for each additional DHS. With only 2 extra DHS now you get 53 as the total (3 capacity was lost when the right torso/arm were lost). From zero heat... one shot of all six lasers would produce 36 heat. Under the new 40% loss penalty system, the engine DHS would cool 1.2 per second and the external another 0.3 per second for a total of 1.5 per second. If you waited 4 seconds you'd cool to 30 heat. If you fired the lasers again you'd jump to 66 total heat which is 13 past the total capacity and presto... shutdown your mech and likely internal heat damage also. If you hit over-ride to force a restart sooner, and then chain fired the lasers, you'd only be able to shoot ONE laser, every five seconds, if you actually wanted your total heat to decrease and avoid internal heat damage. Under a heat penalty system where the cooling wasn't penalized (like in battletech) but you suffered an additional 1 heat per second continuously, you'd only cool a net 1.3 per second, which is less than under the 40% penalty system.
Under the battletech system, that same nova from 0 heat, would generate 30 heat for the six lasers firing (Clan ERML in BT were 5 heat for 7 damage) + 10 for the engine crit damage for a total of 40. The heat sinks would eliminate 24 heat leaving you a net 16. If you fired them all again the next turn, you'd add another net 16 and shutdown (as you'd be past 30 total). Even at 16 heat you'd suffer penalties to your weapon attack accuracy and movement rate the following turn as well as have to roll to avoid an auto-shutdown at the end of the current turn.
Edited by Dee Eight, 27 January 2017 - 10:30 PM.