Would changes to engine heatsink numbers or engine weight be possible in a future update? We've recently had the weight of an engine changed, and we also had fixed equipment on the Myst Lynx changed, so it seems like they would be able to change sub-250 engines to have all 10 heatsinks, and then adjust the engine weights and fixed heatsinks on some mechs.
I don't remember what the reason was for having the 10 heatsink rule implemented this way, but it would definitely be less of a headache to never have to worry about the rule when changing engine sizes. It would be a nice quality of life change for the mechlab, being able to scroll though the engines without messing with heatsinks, and being able to see at a glance how much any engine actually weighs. It could also free up some slots on some niche or lighter mech builds.
There are also a lot of engines that have the exact same weight, making the lower rated ones useless. It would be great to have all the engines with slightly different weights to reflect their rating, so you can really fine tune each mech instead of the rounded weights we have for a lot of engines currently. I'm assuming this is possible since we have micro lasers that weigh only 0.25 tons, so the ability to increment weight that small must exist.


Changing Engine Heatsinks/weight
Started by Goedmaker, Sep 22 2021 12:54 PM
8 replies to this topic
#1
Posted 22 September 2021 - 12:54 PM
#2
Posted 22 September 2021 - 12:57 PM
The reason why it's done this way is because of Tabletop. I dunno what the reason Tabletop did it was for.
Will PGI do it? I strongly doubt it but I'd like to see it.
Will PGI do it? I strongly doubt it but I'd like to see it.
#3
Posted 22 September 2021 - 01:09 PM
Not having mandatory external heat sucks would be nice in space and weight starved mechs like the lct. you can't use a "lighter" rated engine due to you being forced to use more external heat sucks which means all you basically do is just nerf yourself for no reason.
The urbie has a negative engine weight. BUT it also has the mandatory heat sucks making an upgrade like dhs a pipe dream since you have to shove in eight (8) heat sucks for that negative weight engine. Sure you can go xl or lfe but even with a 200 engine you'll have a minimal of two xhs.
All the is lights have the engine/heat sucks problem. Clans lights don't really since all their stuff is half of is weight and less space. I don't use a lot of lights since you give up speed and/or weapons to the engine/hs problem.
The urbie has a negative engine weight. BUT it also has the mandatory heat sucks making an upgrade like dhs a pipe dream since you have to shove in eight (8) heat sucks for that negative weight engine. Sure you can go xl or lfe but even with a 200 engine you'll have a minimal of two xhs.
All the is lights have the engine/heat sucks problem. Clans lights don't really since all their stuff is half of is weight and less space. I don't use a lot of lights since you give up speed and/or weapons to the engine/hs problem.
#4
Posted 25 September 2021 - 06:04 PM
In Tabletop every engine, regardless of rating or HS size, mounts 10 Heatsinks as free. Well, every Fusion Engine that is.Its one of several things that I really feel needs to be ported across.
#5
Posted 26 September 2021 - 01:07 AM
Blood Rose, on 25 September 2021 - 06:04 PM, said:
In Tabletop every engine, regardless of rating or HS size, mounts 10 Heatsinks as free. Well, every Fusion Engine that is.Its one of several things that I really feel needs to be ported across.
It is effectively ported across. In MWO you must allocate those 10 heat sinks that are linked with the engine or the mech is invalid. The only difference is that in tabletop those heat sinks count as weight under the engine column of you mech construction spread sheet and in MWO they are taken out of that column. In TT all engines are just that much heavier on paper, giving you exact same weight for exact same legal loadout as in MWO.
The MWO way is probably easier for players to understand in the mechlab user interface, and it is only an user interface difference.
Edited by Gagis, 26 September 2021 - 01:08 AM.
#6
Posted 26 September 2021 - 05:38 AM
Gagis, on 26 September 2021 - 01:07 AM, said:
The MWO way is probably easier for players to understand in the mechlab user interface, and it is only an user interface difference.
There is a slight difference, and it only matters on light mechs, which is that you have to pay slots for some of those ten heat sinks.
e.g If you fit an engine that has six internal heat sinks, you then have to fit four external heat sinks, this makes the weight the same, but the slot usage is different in that you need 4, 8, or 12 more slots* depending on whether you are using single or double heatsinks on an IS or Clan chassis.
*unless they changed this in the TT rules later on, I only remember the early TT rules)
#7
Posted 26 September 2021 - 06:32 AM
Dogstar, on 26 September 2021 - 05:38 AM, said:
There is a slight difference, and it only matters on light mechs, which is that you have to pay slots for some of those ten heat sinks.
e.g If you fit an engine that has six internal heat sinks, you then have to fit four external heat sinks, this makes the weight the same, but the slot usage is different in that you need 4, 8, or 12 more slots* depending on whether you are using single or double heatsinks on an IS or Clan chassis.
*unless they changed this in the TT rules later on, I only remember the early TT rules)
Its the same in modern tabletop. I fired up SSW and built a new 20 ton mech with 60 rated engine. It has to allocate 8 external heat sinks to stay legal.
#8
Posted 26 September 2021 - 01:46 PM
As for the difference in engine weights, by the TT rules, mechs were only able to use certain sizes based on their tonnage. You couldn't fine tune it by 5 unit increments like you can here. Or at least that's how I read it on the forums here. I've not played TT except the simplified rules a couple times and used stock mechs.
#9
Posted 26 September 2021 - 02:21 PM
I think all engines should have the required 10 heatsinks internally. It's an unnecessary complexity to not do it this way.
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