PoohPuss, on 18 January 2018 - 09:16 AM, said:
I assumed heat-tresholds were a universal constant.
In Battletech, they are. (Maximum heat before cooling is 30. Cooling is applied retroactively, as you would be cooling as you heat up. If you play with the extended heat scale then the limit is 50.)
In all other Mechwarrior games ever created, they are. (Mechwarrior 1: Unknown. Mechwarrior 2 and all denominations: 40 threshold. Mechwarrior 3: 30 [which is why it is brutal]. MW3 After you install the expansion pack Pirate's Moon: 40 threshold. MW4: 60 threshold.)
In MWO... and potentially in Mechwarrior 5 Mercs (since it is also being made by PGI), they are
not a universal constant.
MWO 2012 minimum: 40. Maximum (prior to skill tree) : 73. MWO maximum 2015: 135.? [can't recall the decimal place using Clan DHS boating]. Fluctuated n 2016 and 2017 due to a series of heatsink tweaks. Currently its barely over 110.)
Because the PC "Battletech Game" is turn based like the Battletech tabletop game, it is heat threshold at a set amount minus cooling per turn. So while exactly how much heat shuts a mech down may vary, the threshold aspect of the two to three part equation (if you count environment as a separate part from cooling) is indeed locked.
If you compare any Mechwarrior to tabletop, provided you know each individual game's own heat and fire rate values, you can determine the comparison with the appropriate tweaks to tabletop and get identical results.
If you do this with MWO, you'll find that despite the inferiority of external DHS, if you stay under 17 DHS each individual one cools better than a normal double heatsink from tabletop. After 17 DHS there's a slight decline, due to the stacking "reduced" external DHS even after boosting with the skill tree in "Opeartions" (Keep in mind 17 is the number determined with the old skill tree which did 15% better cooling and 20% better heat threshold when maxed, with each DHS being approximately equal to 2.01 cooling per 10 seconds per heatsink, as opposed to tabletop's 2.0 cooling per 10 seconds per heatsink). If you just compare MWO's DHS and threshold for 10 straight DHS with no changes to straight tabletop, MWO might as well have "triple and a half heatsinks." Which is necessary, since MWO has at minimum 3 times the firing (and consequently damage) rate of tabletop, and currently just over 19 times the damage rate for certain weapons. In addition to 2x or greater armor/structure...which makes mech die a lot faster than they normally would.
Edited by Koniving, 18 January 2018 - 09:57 AM.