But i dont get wyh enegy mechs have a disadvantage on high tempreture maps.
Mechs are usualy equiped with heatsinks able to cool down most of their weapons, and as enegy weapons produce more heat and wieght less, they come with lot more heatsinks.
Ill do some calculations based on tabletop rules.
40 tonns of weapon loadout
mech A tripple PPC | 10+19=29 sinks
mech B tripple AC10 (4t ammo) | 10+0=10 sinks
So the energy mech already got little heat buildup by firing all weapons and move.
Now what does hight tempreture environment mean? accordnign tt rules (and whats seems quite logical) the is a base heat generation on all mechs.
So i assume we are on a real hot environment with a +8 heat modifier.
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Round 1:
Both mechs give alpha and walk > A(10) B(8) [Mech(overheat)]
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Round 2:
Both mechs spare two weapons due to high heat while keep walking > A(0) B(13)
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Round 3:
Mech A Realises he just has to spare one PPC and can go on movin and firing two PPC without building up heat.
Mech B is cripped he can only cool down when not firing at all and need to stand still for 6 rounds to do so. Even after that he cant fire even one of his weapons without building up overheat.
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Ok this example might seem extrem, but if u lower the environmental heat the effect is still the same, just not that drastic.
So what other mechanics might work?
Skale heat production? Yeah, this might work.
The difference for the energy mechs are higher peaks in the heat/time curve. Now as those peeks might trigger the bad overheat events (movement penality / to hit penality / ammo explosion / uncusiosness / shutdown) this would be a real drawback.
But you dont need to study physics to feel double heat production is odd.
Skale heatsink efficiency? In therms of physicshats reasonalbe (if you know how heatsinks work)
Lets cut efficiency by half.
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Round 1:
Alpha both and walk > A(16.5) B(5)
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Round 2:
Spare 2 weaons and wal both > A(13) B(4)
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Round 3:
Repeat round 2 > A(9.5) B(3)
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On the long run both mechs can fire one weapon all over, and a second one every forth turn.
Now the energy based mech again get the high peaks and will produce 4+ overhead frequently. At least in tabletop at this point penelitys come into effect.
So i realy hope for both gamemechanics and realism that environmental conditions skale the efficiency of heatsinks, and high heat peaks trigger penelatys (including flickering reticle and hud, non responsive controles, blurr effects).

















