Ballistics and missiles are heavy, typically spread their damage even on fixed targets, are more likely to miss and require exploding ammunition that takes up slots and weight away from heat sinks.
Lasers are typically lighter, instant hit, have pinpoint precision with zero spread, and leave plenty of space and weight available to fill up to the top with heat sinks. They don't explode, provide unlimited firepower, and have no exploding ammunition to carefully allocate or worry about.
Feature request : Have heat sinks explode, the same way Ballistics/missiles ammunition explodes, to give full laser/heat sink builds some drawback.
Exploding Heat Sinks ?
Started by Warning incoming Humble Dexterer, Mar 13 2017 07:00 AM
4 replies to this topic
#1
Posted 13 March 2017 - 07:00 AM
#2
Posted 13 March 2017 - 07:11 AM
1) that would be a double down for ballistics/missles, as you have two typs of components that can explode.
2) Or you would need to intrudce a fourth type of heat sink.
3) Then you would bneed a rule how to combine them because of 1)
Sorry, but I do not think semtex heatsinks would be any good...
the advantages you name are paid with heat... that needs to be enough.
oh... and don't mention lore...
2) Or you would need to intrudce a fourth type of heat sink.
3) Then you would bneed a rule how to combine them because of 1)
Sorry, but I do not think semtex heatsinks would be any good...
the advantages you name are paid with heat... that needs to be enough.
oh... and don't mention lore...
#3
Posted 13 March 2017 - 07:58 AM
Humble Dexter, on 13 March 2017 - 07:00 AM, said:
Ballistics and missiles are heavy, typically spread their damage even on fixed targets, are more likely to miss and require exploding ammunition that takes up slots and weight away from heat sinks.
Lasers are typically lighter, instant hit, have pinpoint precision with zero spread, and leave plenty of space and weight available to fill up to the top with heat sinks. They don't explode, provide unlimited firepower, and have no exploding ammunition to carefully allocate or worry about.
Feature request : Have heat sinks explode, the same way Ballistics/missiles ammunition explodes, to give full laser/heat sink builds some drawback.
Lasers are typically lighter, instant hit, have pinpoint precision with zero spread, and leave plenty of space and weight available to fill up to the top with heat sinks. They don't explode, provide unlimited firepower, and have no exploding ammunition to carefully allocate or worry about.
Feature request : Have heat sinks explode, the same way Ballistics/missiles ammunition explodes, to give full laser/heat sink builds some drawback.
Slightly better and perhaps more tangible option...
What if we try this:
Heatsink ruptures and meltdowns.
If a heatsink takes 25% damage, that heatsink's effectiveness is reduced by 25%.
If it is destroyed, it stops providing benefits.
Currently it is debatable as to whether or not lost heatsinks actually have an effect on you (PGI says it does but it is really hard to see short of Clan ST destruction). However damaged heatsinks have no penalty.
If we do heatsink ruptures as above, it would of course affect everyone and every build. Missiles, ballistics and energy. You could think of it as a leak or simply a loss of effectiveness.
So why would it matter more to laser builds enough to make up for the explosive risks of ammunition?
We tack in one more thing from Battletech...
Heatsink failure (meltdown), if you overload your heatsinks (which in BT starts if you exceed the heatsink value in a turn's firing (ten seconds) [regardless of total heat left over] or have left over heat exceeding your heatsink's potential, there's a chance that one or more heatsinks (one per 5 units of heat you exceed your value) has a potential to meltdown.
In MWO, we're not limited to 10 second time slices. So instead of a do-or-die heatsink meltdown, perhaps so long as you're using more heat in your threshold than you have in heatsinks (i.e. if you have 10 doubles you can have 20 heat 'safely' and for each 5 units above 20, you may start taking minor damage to a random heatsink every second until enough heat dissipation has occurred to bring you back into safety).
Given MWO's nature it may be your heatsink value + 10, and extra damage for every 5 to 10 after that value.
Just a thought. I'm certain it needs tweaking.
We will need to get our heatsink monitor back. PGI took that away from us and we desperately need it back for something like this to be accepted by the community.
The actual meltdowns won't affect missiles and ACs too much, and the effect is dampened in mix builds (since they can shift to lower heat weapons while cooling), but pure energy builds with epic laser vomit will definitely feel it unless they tone their firepower down after an alpha.
Edited by Koniving, 13 March 2017 - 08:57 AM.
#4
Posted 13 March 2017 - 08:08 AM
whta coolant liquids are you using? highly explosive liquids? o._O
#5
Posted 13 March 2017 - 08:17 AM
Cyrilis, on 13 March 2017 - 07:11 AM, said:
the advantages you name are paid with heat... that needs to be enough.
Well that's the problem : No it's not.
Because :
1) Lasers get more of their instant damage done (and pinpoint damage at that) then slower weapons : The extra DPS from other types of weapons goes into wasting their heat by missing their target.
2) Laser boats can fill up with heat sinks in a way other builds can't : Even if they heat twice faster, they cool down twice faster.
3) So on top of heat sink filled laser boats having their heat penalty offset twice over (once by their instant and pinpoint laser precision that reduces the heat waste while focusing damage, and another time by their excess amount of heat sinks that cools them down faster), they also don't have exploding ammunition to worry about.
Not to mention that each heat sink increases the size of their heat reserve.
Edited by Humble Dexter, 13 March 2017 - 10:38 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

















