

Xl Making A Comeback... Le St Heat Penalty = Insta Death
#1
Posted 28 December 2018 - 12:02 PM
So basically if you are close to maximum heat when you lose an ST, which is often the case if you are engaged with the enemy, then you will probably die immediately from overheating with the new ST heat rules.
Which made me think, maybe I'm just better off running an XL and having the extra speed or weapon tonnage. The Hatamoto torso is XL friendly compared to many assaults so why not?
My experience so far is that I'm doing better with my XL versions than the LE versions in most quick play matches.
Anyone else going with XLs these days over LEs?
#2
Posted 28 December 2018 - 12:15 PM
#3
Posted 28 December 2018 - 12:21 PM
#4
Posted 28 December 2018 - 12:27 PM
#5
Posted 28 December 2018 - 12:39 PM
Clan XL says hi...
#6
Posted 28 December 2018 - 12:40 PM
That said, I still hope the change does get reverted or at least revised at some point in the near future.
#7
Posted 28 December 2018 - 12:51 PM
#8
Posted 28 December 2018 - 12:58 PM
#9
Posted 28 December 2018 - 01:00 PM
SlippnGriff, on 28 December 2018 - 12:27 PM, said:
It needs to be adjusted to account for another change they did at the same time.
For the first time since January 2013, the loss of your heatsinks will affect your maximum heat threshold and cooling power for every heatsink destroyed when it is destroyed.
(Its in the same patchnotes in the same paragraph as the ST engine change).
When you lose the ST which takes away (what was it 20 to 40%?) of your base 10 in addition to losing another 5 to 9 heatsinks, the real hit isn't the loss of the base 10, but the combination of the two.
Even non-LE using mechs boating heatsinks will suffer dramatic heat changes after losing a large number of heatsinks such as a side torso, despite using a standard engine.
(Also I don't hate it, the game's finally getting to be fun again for the first time in many years. But the actual penalty needs to be adjusted to accommodate for the fact that heatsink loss matters now.)
#10
Posted 28 December 2018 - 01:31 PM
Ilfi, on 28 December 2018 - 12:15 PM, said:
I have to love the armchair QBing... and as I said, if I'm adding speed or weapons with the extra tonnage its not necessarily a downgrade to switch to an XL over an LE...
#11
Posted 28 December 2018 - 01:35 PM
Koniving, on 28 December 2018 - 01:00 PM, said:
This is neither new nor a part of the December patch notes. This part has been working properly for the entirety of its inclusion in the game.
#12
Posted 28 December 2018 - 01:39 PM
#13
Posted 28 December 2018 - 01:49 PM
Yeonne Greene, on 28 December 2018 - 01:35 PM, said:
This is neither new nor a part of the December patch notes. This part has been working properly for the entirety of its inclusion in the game.
^lol beat me to it
Edited by Prototelis, 28 December 2018 - 01:49 PM.
#14
Posted 28 December 2018 - 02:00 PM
#15
Posted 28 December 2018 - 02:05 PM
I'm also considering STD engines for a few select Clan Battlemechs.
Progressive heat penalties for riding the curve would have been a reasonable change to the heat system. "Gotcha!" instadeath on torso loss is not reasonable.
#16
Posted 28 December 2018 - 02:06 PM
Yeonne Greene, on 28 December 2018 - 01:35 PM, said:
This is neither new nor a part of the December patch notes. This part has been working properly for the entirety of its inclusion in the game.
Ignoring what I actually know...
Give me one instance where the loss of a standard engine side torso resulted in an instant shutdown from the loss of heat before this patch, and after December 2012.
Because examples before January 2013 you're sure to find (with functional heatsink display showing the cause, too), but examples from then on you'll be quite challenged to find.
Also another heatsink bug existed in 2012/2013, and the easy fix was... I'm sure you're smart enough to figure it out.
As ever since, a heatsink loss-related shutdown never occurred again.
And in the patch's description in December 2018.
We have decided to make some back end changes to the way the heat threshold system is calculated in order to address a number of heat related display bugs that resulted in irregular heat bar behavior when components where destroyed out from under a player while they still had accumulated heat. While this change is mostly targeted to remove these heat display bugs, this will carry with it some shifts to the way that the heat system works. Especially when it comes to 'Mechs that are redlining and have their components blown out from under them.
But the most critical piece of information:
Bullet points 1 and 2.
- Destroyed Heat Sinks and Clan XL / IS Light Engine side torso destruction penalties now removes total heat threshold from the top of the available heat pool rather then from the bottom.
- This will mean that instead of limiting the amount of heat your bar can be reduced to, redlining to the edge of the shutdown threshold will result in a shutdown or an overridden state if an enemy destroys Heat Sinks or damages an engine out from under you.
(This implies that they had a limit to where the bar could go, which the limit was 75% of your base ten heatsinks and nothing more after January 2013, where in 2012 there was no limit of your original threshold and cooling power as the minimum).
[What I said directly above means at most, once the patch of 2013 hit, you could lose 12.5 threshold and 0.5 cooling/second at most. Before the patch of 2013, regardless of circumstances your minimum possible threshold was 30 and your minimum cooling power was 0.]
(The new limit is not stated, but it appears to be close to 40% of your overall starting threshold potentially including environmental effects. I haven't been able to get confirmation.)
#17
Posted 28 December 2018 - 02:09 PM
#18
Posted 28 December 2018 - 02:10 PM
#19
Posted 28 December 2018 - 02:10 PM
Marquis De Lafayette, on 28 December 2018 - 12:51 PM, said:
The idea of meaningful tradeoffs is fine. That said, this is a flat downgrade in almost every imaginable way.
You've taken the compromise offering of the LFE (lighter than STD but suffers from ST loss, heavier than XL, but can survive ST loss) and narrowed its usefulness dramatically. STD and XL already had a very strong presence, primarily in assaults (STD), lights (XL) and heavy brawlers (STD - thinking some my roughnecks here).
And then there is the fact that the ST heat loss spike is another direct nerf to engine locked Clan omnis. You don't have a choice to switch engines on your HBR or EBJ, so you're flat out screwed. Piled on top of all the heat efficiency changes clan lasers have suffered it's a hard pill to swallow if you like your clan omnimechs. Come to think of it I've barely played a hellbringer since this came into being simply because energy build+easily popped ST+ST loss heat penalty is a recipe for disaster.
update - just saw someone mention the effect on deadside builds as well. So many things got messed up by this unasked for, untested change. Really needs to be reversed.
Edited by SFC174, 28 December 2018 - 02:11 PM.
#20
Posted 28 December 2018 - 03:40 PM
SFC174, on 28 December 2018 - 02:10 PM, said:
The idea of meaningful tradeoffs is fine. That said, this is a flat downgrade in almost every imaginable way.
You've taken the compromise offering of the LFE (lighter than STD but suffers from ST loss, heavier than XL, but can survive ST loss) and narrowed its usefulness dramatically. STD and XL already had a very strong presence, primarily in assaults (STD), lights (XL) and heavy brawlers (STD - thinking some my roughnecks here).
And then there is the fact that the ST heat loss spike is another direct nerf to engine locked Clan omnis. You don't have a choice to switch engines on your HBR or EBJ, so you're flat out screwed. Piled on top of all the heat efficiency changes clan lasers have suffered it's a hard pill to swallow if you like your clan omnimechs. Come to think of it I've barely played a hellbringer since this came into being simply because energy build+easily popped ST+ST loss heat penalty is a recipe for disaster.
update - just saw someone mention the effect on deadside builds as well. So many things got messed up by this unasked for, untested change. Really needs to be reversed.
First of all: I thought I made clear I am not arguing “for” this change....so I am not going to attempt to argue it. I am just stating opinion on what PGI will do/not do with this. I have plenty of friends in the game who hate this change with the passion of a thousand suns. I just can’t get quite as worked up about it personally as both sides suffer in different ways.
I do think Clan laser vomit just got crushed (maybe crushed is too strong a word...but “made much riskier” for sure) by this change...i liked Clan laser vomit where it was, but the question of if/what PGI should do with it has been out there for years...to me this change was just another one of PGI’s ham-handed balance attempts on Clan laser vomit. The only reason they might hold the line is that many of the highest performing IS heavy (and some assaults) mechs had LFE’s...those got nerfed as well. So, much like PGI to balance via nerfing the high performers on both sides...mediocrity for everyone! Maybe I just expect them to balance to the worst performing mechs/weapons/etc.....not by making the worst things better...but making the better things worse. A lot of the best mechs in the game got worse with this change...so par for the course on how PGI balances. I guess I just don’t expect any different.
Edited by Marquis De Lafayette, 28 December 2018 - 03:51 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users