Sable, on 12 October 2018 - 06:32 PM, said:
I'm am not quite sure how the lower heat threshold is going to work since PGI didn't put a hard cap on it like in PTS. Is there any rough estimates on what the average heatcap would end up being?
Well on my fave shadow cat build, which is triple streak-6 and a pair of ERML, I haven't any additional heat sinks so I've been working with a base heat cap of 50 live all the time and dissipation of 2/second for the ten engine truedubs so the pts didn't produce any difference in results of how it plays. But now they're going to increase the dissipation above truedubs by 10%... so its going to get better under the patch.
My Mad2C with 6 ERML, 2 LPL and a ERPPC is a 81 point alpha (including splash damage) without ghost heat but that which did require a heat load of 72.3 . Nearly max armor, a 360XL, a TC1 and 16 extra DHS (over the stock engine 10) with the FF armor removed to free crit spaces, it HAD a total capacity without skill nodes of 74 and a total dissipation of 4.4/second. Essentially you get off 1 alpha strike and its near total capacity, and would take about 16 seconds to cool down enough to alpha strike again.. based on live server #s. In the PTS, with the hard cap of 50...an alpha strike was insta-shutdown but at 5.2/sec dissipation it would cool completely to zero in just under 14 seconds. Under whats in the patch notes, it'd be 5.72/second so a complete cooling would only take 12.6 seconds. Also under patch notes, the total capacity will be 62, so again alpha = shutdown, but not for as long until restart happens. Oh and with 3 pts less total damage on the alpha strike because of the medium laser changes.
For one of the popular all medium pulse builds... take a Mad2C again...375XL, nearly max armor, has 19 extra DHS and nine medium pulse lasers with endo steel and a TC1. Obviously you cannot alpha or its ghost heat city, but shooting the four in the arms on one weapon group and the five in the torso half a second later is effectively the same 63 pts damage total without the blowing yourself up part. That's a heat load of 42.75, which means it works currently on the live server and it worked on the pts when we had the 50 hard cap. But thetotal heat capacity is now 78.5 with a dissipation of 4.85/second, so you could basically fire the 9 three times total before hitting heat capacity on the live servers. On the PTS when the cap was 50, you got off the first volley putting yourselfs 7.25 below the cap limit, then in 3.9 seconds had cooled by 22.62, so you could at least fire another 6 of them again without shutdown. As things are going to be in the patch notes, we're looking at a total capacity for this build of 64.75 and a total dissipation of 6.38/second. So... volley off all nine lasers, cool by 24.882, volley off all nine again...takes us to 60.618 total heat... then cool another 24.882 and volley off another six and you're just a whisker below your total capacity. At that point you can fire off five lasers every 3.9 seconds until the cows come home.
Or put another way... a clan mech, with 29 DHS, under the patch, will be able fire 5 medium pulse lasers, for now 32.5 total damage, forever...and not shutdown. Under the current live version, to do the same five lasers for 35 damage per volley, would require 39 DHS. With four medium pulse lasers at 28 total damage, you can currently fire continuously with only 29 DHS... so... new patch...4.5 more damage for the same infinite firing, does in fact mean more dps. Which is what those of us who actually ran the PTS... already knew was going to happen. We just weren't expecting PGI to make them truedubs plus.