MischiefSC, on 31 May 2017 - 01:24 PM, said:
However the value of having heat quirks is relative to the dhs load. If the quirks act lime they say they do the more DHS you have the more they should do.
I'm getting tired of dispelling this misconception.
Quicksilver Kalasa, on 18 May 2017 - 10:42 AM, said:
No, they really aren't.
Here's some simple math to prove it:
For a mech with 50% heat efficiency, we get the following:
- 4% Heat gen = 2 dissipation and 3.84 (4 originally) heat generated which translates to 52.08333% heat efficiency
- 6% Cool run = 2.12 dissipation (2 originally) and 4 heat generated which translates to 53% heat efficiency
- ~1.76% improvement of cool run over heat gen quirks
For a mech with 33% heat efficiency, we get the following:
- 4% Heat gen = 2 dissipation and 5.76 (6 originally) heat generated which translates to 34.7222% heat efficiency
- 6% Cool run = 2.12 dissipation (2 originally) and 6 heat generated which translates to 35.333% heat efficiency
- ~1.76% improvement of cool run over heat gen quirks
For a mech with 50% heat efficiency (and more DHS), we get the following:
- 4% Heat gen = 4 dissipation and 7.68 (8 originally) heat generated which translates to 52.08333% heat efficiency
- 6% Cool run = 4.24 dissipation (4 originally) and 8 heat generated which translates to 53% heat efficiency
- ~1.76% improvement of cool run over heat gen quirks
The advantages of cool run over heat gen are ambivalent to the heat load (and vice versa, the advantages are ambivalent to how many DHS you run).
It works no different if you try to increase the number of DHS instead of the amount of heat generated, the results are always the same. It all has to do with proportions. Though cool run/heat containment obviously helps with outside heat factors, which are essentially just jump jets and flamers so there is that to keep in mind.
MischiefSC, on 31 May 2017 - 01:24 PM, said:
My point however was that on a mech with a heavy heat load it's worth it (to me) to double up heat gen and ops. The cooldown quirks, especially on Clan mechs, have such a tiny impact. I'm rarely running a DPS build and so see less value in it.
For laser vomit, sure, the cooldown quirks aren't worth it, but the range and duration quirks are. Cooldown is still more useful than the ops nodes, and the survival tree is still nice for mechs like the MAD-IIC even compared to ops. I flip flop sometimes on that (seriously, cost to respec is stupid) but I still swing towards the survival tree just because you can't always be on the offensive.
Edited by Quicksilver Kalasa, 31 May 2017 - 02:40 PM.