Lances107, on 01 March 2019 - 12:43 PM, said:
Yeah, in closed and open beta when the heatsink indicator would show broken heatsinks, which overheating up until open beta ended actually did critical component damage to everything (and later the actuator and engine stuff was just turned off so basically heatsinks, weapons and ammo). You didn't straight up die from overheating but if you had ammo and hit 104% heat, you basically exploded.
In 2013, the "Override" system was changed so that rather than a quicker reboot, it prevented shutdown in the first place. With this the overheat mechanic stopped attacking your crits and instead attacked your structure (since they had a reliable way of showing that damage as opposed to monitors that worked most times but sometimes didn't, and only showed heatsinks and ammo).
If you lost a side torso or something full of heatsinks (heatsink boating was a huge thing at the time), you'd get huge cuts to your max heat and cooling power slowed to a crawl making things seem to take forever to cool off. Soon after PGI tweaked something so that you'd only lose a percentage of cooling power for heatsinks lost.
It's been that way for a long, long time.
And welp, note that the patch notes specifies that they changed the heat system to take from
all the heatsinks...
"
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. "
Top being all the heatsinks + all bonuses, where bottom was just the engine + added heatsinks (so I stand corrected, yeah losing the engine also takes from the total pool).
"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. "
And this is the part I mainly focused on. First off it takes from the top of the pool from all the threshold and cooling power including bonuses (where in the past it only took from your base ten and even then it had a percentage cap of how much it could take away), but it also is including heatsinks in this taking from the top of the pool. So no more 5% or so cap to how much you can lose. Imagine if overheating still attacked your crit slots instead of your structure; you'd be a ticking time bomb.
There's also this quote.
"
Heat System Design Notes: 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. We felt this change adds a slight bit more to the risk / reward factor for those that redline their 'Mechs close to the shutdown threshold, and is most apparent when a Clan XL or Inner Sphere Light side torso destruction penalty kicks in."
So yeah... it's pretty much meant to have you incline more to using IS XL and STD engines if you can't manage your heat.
My ballistic builds (using mostly Clan XL as I don't have many LFEs) are completely unaffected by the nerf. And since I was never into laser vomit, my energy builds that do have a number of lasers never alpha enough heat so close together as to have to worry about it. I've been shut down once in combat by this nerf. In practice and testing quite a bit more of course (in extreme cases of heatsink loss, the low point I hit was 67% for a shutdown but it was a literal heatsink boat with maxed skill tree bonuses for heatsinks under operations.)