

I Think It's Time To Remove Mininum Heat Sink Requirements
#1
Posted 19 September 2023 - 03:55 PM
Heavies and assaults mechs can easily go around this restriction as they usually have more than enough tonnage to put the minimum amount of heatsinks in, while lights that want that tonnage for more ammo or equipment is screwed being the tonnage starve machines they're are with mediums following up but it's not as bad.
#2
Posted 19 September 2023 - 04:20 PM
#3
Posted 19 September 2023 - 04:22 PM
Battlemaster56, on 19 September 2023 - 03:55 PM, said:
Heavies and assaults mechs can easily go around this restriction as they usually have more than enough tonnage to put the minimum amount of heatsinks in, while lights that want that tonnage for more ammo or equipment is screwed being the tonnage starve machines they're are with mediums following up but it's not as bad.
Edited by KursedVixen, 19 September 2023 - 04:22 PM.
#4
Posted 19 September 2023 - 05:39 PM
And to the folks who say "but we can't deviate from lore!!!!1!", I ask when was the last time you saw a Warhammer put its big guns in the arms? If we're okay ripping the machine guns off a Warhammer 6R and replacing them with Autocannon 20's as if that was a straight up swap, then we should be fine with fudging a few crit slots for heat sinks on tiny mechs.

#5
Posted 19 September 2023 - 06:49 PM
Having to pile on heat sings into lights, that may just me running MG's or something anyway, is brutal.
Engine heat sinks should be enough to run any mech, add more if you like, but optional.
#6
Posted 19 September 2023 - 07:00 PM
Edited by LordNothing, 19 September 2023 - 07:02 PM.
#7
Posted 19 September 2023 - 07:06 PM
ScrapIron Prime, on 19 September 2023 - 05:39 PM, said:
And to the folks who say "but we can't deviate from lore!!!!1!", I ask when was the last time you saw a Warhammer put its big guns in the arms? If we're okay ripping the machine guns off a Warhammer 6R and replacing them with Autocannon 20's as if that was a straight up swap, then we should be fine with fudging a few crit slots for heat sinks on tiny mechs.

ScrapIron Prime, on 19 September 2023 - 05:39 PM, said:
And to the folks who say "but we can't deviate from lore!!!!1!", I ask when was the last time you saw a Warhammer put its big guns in the arms? If we're okay ripping the machine guns off a Warhammer 6R and replacing them with Autocannon 20's as if that was a straight up swap, then we should be fine with fudging a few crit slots for heat sinks on tiny mechs.

#8
Posted 19 September 2023 - 11:50 PM
Pir, ACH, MLX, UM-IIC, FLE comes to mind 1st. (ones that use MGs and few energys).
edit. actually omnis got that 10 HS already locked so wouldn't help those..
Edited by Curccu, 19 September 2023 - 11:54 PM.
#9
Posted 20 September 2023 - 12:07 AM
KursedVixen, on 19 September 2023 - 04:22 PM, said:
This.
I've thought about this as well and it seems like a very arbitrary constraint on lights. I think an easy solution would be to change the heat sink progression from -1 sink per 25 engine size to -1 sink per 50 engine size. In other words a 150 engine would have 8 sinks instead of 6.
#10
Posted 20 September 2023 - 12:37 AM
Edited by Shivalah, 20 September 2023 - 12:37 AM.
#11
Posted 20 September 2023 - 12:40 AM
#12
Posted 20 September 2023 - 12:51 AM
Meep Meep, on 20 September 2023 - 12:40 AM, said:
it's something that punishes lightmechs ONLY, though.
given that a 250engine is "heatsink"-neutral, ANY mech at 40tons or above is gonna run at least that in almost any situations, anyway.
therefore, it's effectively just a thing to clog up lightmechs with heatsinks they possibly don't need or want.
and it hurts those mechs unnecessarily here and there.
where my wolfhound will grab any heatsink it can get, an MG-only Piranha invests WASTED tonnage into those, just to fulfill the "rule of 10".
as others have pointed out: we're already ignoring enough battletech-rules were they are uncomfortable, why not 1 more that REALLY affects the "worst-perfoming and least played class" of mechs only?
#13
Posted 20 September 2023 - 01:04 AM
Meep Meep, on 20 September 2023 - 12:40 AM, said:
Yes and what else than weakest weight class of the game, lights... would really gain anything from this? do you really want to make that STD 200 Anni just to get few free heatsinks?
#15
Posted 20 September 2023 - 02:03 AM
Let's just consider the often named PIR-1 that is typically used with 10 to 12 machine guns plus 3 heavy smalls. Under normal conditions this build is pretty much heat neutral with the enforced 10 heat sinks.
Now what would happen with IIRC only 7 heat sinks on the largest engine it can carry? Well it's max heat as well as the dissipation would be significantly lower and make even those 3 heavy smalls a real possibility for overheat. Guess what would happen when using the three free tons of crit space for anything other than more mg ammo or stuff like a active probe or maybe a low end TC?!
The same applies to pretty much every other Light in the sub 30t area and the 'bad boy' Mist Lynx could't even "profit' (within the limitations imposed by lower max heat and reduced dissipation) unless its fixed heat sinks are unlocked as well. ~shrug~
I fully expect this to be shouted down just as before and forsee a return of "Light machine gun boats are OP" posts if this change were ever to go through.
#16
Posted 20 September 2023 - 03:35 AM
Der Geisterbaer, on 20 September 2023 - 02:03 AM, said:
Let's just consider the often named PIR-1 that is typically used with 10 to 12 machine guns plus 3 heavy smalls. Under normal conditions this build is pretty much heat neutral with the enforced 10 heat sinks.
Now what would happen with IIRC only 7 heat sinks on the largest engine it can carry? Well it's max heat as well as the dissipation would be significantly lower and make even those 3 heavy smalls a real possibility for overheat. Guess what would happen when using the three free tons of crit space for anything other than more mg ammo or stuff like a active probe or maybe a low end TC?!
Pir-1 12xHMG 3 tons of ammo and 3xuPL heat neutral 20,8 DPS (125 alphas to overheat) can strip those lazors + armours and add ammo.
#17
Posted 20 September 2023 - 05:08 AM
You calculated this with 7 (double?) heat sinks instead of mandatory 10 with a used weapon critspace / weight of 18/10.5 tons?
vs. what dps with 12 mgs plus X tons ammo plus 3 heavy smalls with the now mandatory 10 heat sinks while retaining same engine and armor and a weapon critspace / weight that IIRC should be around 18/8 tons?
#18
Posted 20 September 2023 - 05:44 AM
Der Geisterbaer, on 20 September 2023 - 05:08 AM, said:
You calculated this with 7 (double?) heat sinks instead of mandatory 10 with a used weapon critspace / weight of 18/10.5 tons?
vs. what dps with 12 mgs plus X tons ammo plus 3 heavy smalls with the now mandatory 10 heat sinks while retaining same engine and armor and a weapon critspace / weight that IIRC should be around 18/8 tons?
Just build it in https://mwo.nav-alph...m/mechlab/pir-1 12xHMG 3xmicro pulses 3 tons of ammo and don't add any DHS.
edit: strip head armor (like I always do with lights, if someone is good enough to headshot my light they deserve "easy" kill (has happened once since closed beta) and few points from both arms.
I cannot link build because it's "illegal due not enough heatsinks".
edit2: does this work......

Edited by Curccu, 20 September 2023 - 05:50 AM.
#19
Posted 20 September 2023 - 06:34 AM
Curccu, on 20 September 2023 - 05:44 AM, said:
Just build it in https://mwo.nav-alph...m/mechlab/pir-1 12xHMG 3xmicro pulses 3 tons of ammo and don't add any DHS.
edit: strip head armor (like I always do with lights, if someone is good enough to headshot my light they deserve "easy" kill (has happened once since closed beta) and few points from both arms.
I cannot link build because it's "illegal due not enough heatsinks".
edit2: does this work......

You avoid loading it to bear.... There's a lot of mechs that are able to run heat neutral, there's a lot of mechs that have a lot of weapon slots. Just don't use them all. Now is that otherwise possibly a silly rule, when we're tossing other rules aside because breaking those rules makes money? Does it give faith in a potential future project? I've had games recently with 7+ LGD mechs on a single team, and I find that concerning.
#20
Posted 20 September 2023 - 06:37 AM
KursedVixen, on 19 September 2023 - 07:06 PM, said:
We don't need more tonnage, we need less heartache. A standard 60 rated engine in an Urbanmech doesn't REALLY weigh -2.5 tons. It's listed that way because you have to buy 8 more heat sinks to field it. So just add the 8 more heat sinks inside the engine and make it weight 5.5 tons (which is the lorewarrior cost for a 60 rated engine plus a 1 ton gyro plus a 3 ton cockpit).
Then do a similar adjustment to all other engines under 250 rating. Standard Engines 225-245 add 1 ton, Light and XL add 0.5 ton or 1 ton depending on how the fractions work out. ETC.
The game mechanics don't change at all, but mechs with the tiniest engines are saving some crit slots. ooo. Ahh. In return, no one ever has to worry about the "what do you mean I need more heat sinks" thing ever again. Less heartache, and it can all be accomplished by changing values in the game and a minimum of coding.
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