The biggest problem with the LFE/cXL engine and the new side torso heatsink destruction robbing heat capacity and cooling is that on clan mechs where its a 250 or higher rated engine, and only the ten base heat sinks on the mech... players are penalized as if there actually were heat sinks contained in those side torso as part of the engine. No where in the battletech rules did side torso losses result in heat sink destruction. Instead you got constant heat being applied for engine critical hits, and 2 engine crits, which is all that result in a side torso loss with a cXL or IS LFE engine...that was 10 heat every 10 seconds. So why if you can cold stealth armor to be a constant 1.5 heat per second while active now, can you not code a side torso loss for those engine types to be a constant 1 heat per second also ?
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Lfe/clan Xl Side Torso Loss Heat Spike
Started by Dee Eight, Jan 19 2019 01:12 AM
1 reply to this topic
#1
Posted 19 January 2019 - 01:12 AM
#2
Posted 20 January 2019 - 09:52 AM
Dee Eight, on 19 January 2019 - 01:12 AM, said:
The biggest problem with the LFE/cXL engine and the new side torso heatsink destruction robbing heat capacity and cooling is that on clan mechs where its a 250 or higher rated engine, and only the ten base heat sinks on the mech... players are penalized as if there actually were heat sinks contained in those side torso as part of the engine. No where in the battletech rules did side torso losses result in heat sink destruction. Instead you got constant heat being applied for engine critical hits, and 2 engine crits, which is all that result in a side torso loss with a cXL or IS LFE engine...that was 10 heat every 10 seconds. So why if you can cold stealth armor to be a constant 1.5 heat per second while active now, can you not code a side torso loss for those engine types to be a constant 1 heat per second also ?
Losing the capacity/cooling rate of a specified number of heat sinks is the same equivalent of generating a specific amount of heat a turn.
For example, if a side torso lose produces ten heat, and ten heat sinks cool off ten heat within the same time frame as it would be generated, just marking tend heatsinks as "non-operative" means the same basic situation. There is no real reason otherwise to create the system more complicated when it's being operated by computer code.
Now, in TT it is stated differently for greater understanding of the situation, as well preventing confusion. There it needs to be spelled out a little more so players can understand the situation more, as they personally have to track the heat and cooling. However, it very much is the same basic thing as just crossing off the required heat sinks as "heat locked" cooling the engine damage.
Meanwhile, Stealth armor produces heat but can be turned on and off. So, this is better represented and understood by the game code to produce heat, rather than "disable" a number of heat sinks. It also doesn't provide code confusion as to which specific heat sinks to disable and how many (in the case an assigned heat sink was actually destroyed).
I do agree that it is a little annoying to be under the threshold, lose a side torso, and then be shut down from heat overload... but that happened all the time with damaged engines in TT. Do recall, everything BT and MW is referenced from TT ideals. (Though it does not have to exactly match either, as it's not always going to work between different game formats.)
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