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Constricting High Alphas Via Lower Heat Capacity


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#1 Moonlight Grimoire

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Posted 31 July 2018 - 07:49 AM

The issue:
MWO has no hard heat capacity, if your mech has 10 internal heatsinks you have 50 heat capacity before any extra heat sinks, an Urbanmech with Standard heatsinks and a standard 60 engine has 44 heat capacity. So the only time you do not have 50 to start with is if you have less than engine rating of 175, which is really just light mechs and the Blackjack.

IS and Clan Single Heat sinks add heat capacity of 1.3
IS and Clan Double Heat Sinks add heat capacity of 1.5

This inadvertently adds to the ability of massive alpha strikes and pushes away from volley strike builds and pressuring as our heat capacity is hilariously high, through in coolstrikes and the picture is clear.

Proposal:
So where to go from here, my solution would be reducing heat capacity down to 30 and removing the added heat capacity from heat sinks of both types, instead move them to the role of what they are meant to be, sink rate, but, increase how much the environment impacts cooling rate to compensate for this new found cooling rate. This also gives the Night Gyr's Laser Heatsinks a place too. But, by moving to a hard 30 it cuts what most people are running around with for their normal heat capacity in half roughly, this eliminates the ability, outside of blowing a coolshot of launching 2xGR + 4xERML + 2xHLL strikes with impunity. With the higher cooling rate though the strikes could be broken up just fine into 4xERML then 2xGR + 2xHLL. Beyond this to facilitate keeping all weapons viable in this new world, the maximum heat for a single weapon would be 13, beyond this. There really would be no need for heat scaling on larger weapons such LPL's, PPC's, Snubnose PPC's, ERPPC's, HPPC's, LL's, ERLL's, and HLL's as their own heat would be enough to push someone over the edge into over heating. Smaller class lasers could still heat heat scale just due to their heat has been over time reduced by PGI, this would need testing, but, likely would need it as their investment for space, tonnage, and heat is less for missiles and ballistics of the same damage.

Further Considerations:
Beyond just reducing the heat capacity to 30, at 24-27 (80-90% heat) there could be a movement penalty for all movement. By all movement I mean acceleration, deceleration, arm movement, torso movement, this is to increase the time exposed while fighting, not just firing. This is indirectly an increase to duration of weapons, but, namely to go after when someone runs hot, is hit with flamers (making them more useful), or fires an alpha strike and coolstrikes to not overheat as badly with override on thus making it so there is a punishment for riding near maximum heat capacity. This is to further reinforce the idea that players should only be doing an alpha strike that is beyond their heat capacity as a last resort and not the current situation where they take barely any internal damage or retaliatory fire because they can just retreat without any change to their movement characteristics.

#2 KursedVixen

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Posted 02 August 2018 - 07:44 AM

this would hurt other things along with nerfing clans so no.

This idea is as stupid as the group reduced damage idea..... has MWO been flooded with people who don't think?

Edited by KursedVixen, 02 August 2018 - 01:06 PM.






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