

Double Heat Sinks, the compromise.
#1
Posted 24 July 2012 - 12:14 AM
My solution is this; Let DHS work exactly like regular heatsinks do while heat is building, after a period of time without gaining additional heat they would kick into high gear, getting you cooler in half the time it would normally take. The duration of time before they boosted cooling would have to be determined by play testing. This could still be in the middle of combat where you just stopped firing for a bit, or between one skirmish and the next on the field. Either way they still give you a benefit while bridging the gap between standard heat sinks and DHS.
While I concede this is not their canonical interpretation in the past, I feel that it would be a fair compromise for gameplay balance in MWO.
#2
Posted 24 July 2012 - 12:34 AM
#3
Posted 24 July 2012 - 12:56 AM
#4
Posted 24 July 2012 - 05:20 AM

#5
Posted 24 July 2012 - 07:54 AM
And the bulk of Double Heat Sinks really is a concern, what with XL Engines, Endo Steel internal structure, and Ferro-Fibrous armor taking up lots of slots as well.
#6
Posted 24 July 2012 - 11:30 AM
Alaric Wolf Kerensky, on 24 July 2012 - 12:34 AM, said:
Think Hunchback, not Atlas. Most mechs have plenty of space, especially once you convert them into laser-boats.
Alaric Wolf Kerensky, on 24 July 2012 - 12:34 AM, said:
Saying 'no offense' first doesn't stop that from being insulting.
Durant Carlyle, on 24 July 2012 - 07:54 AM, said:
But they're not perfectly balanced with the good old medium laser.
#7
Posted 24 July 2012 - 12:35 PM

#8
Posted 24 July 2012 - 02:23 PM
Uri Brauer, on 24 July 2012 - 11:30 AM, said:
But they're not perfectly balanced with the good old medium laser.
they do not need to bee you can build your dreaded missile boat perfectly easy with single heat sinks
I just grabbed my old record sheets see for example the HBK-4P
23 HS (single of course)
and 8 Md Laser
and you forget Hardpoints you simply will not have enough Hardpoints available for large amounts of laser weaponry...
#9
Posted 24 July 2012 - 02:37 PM
Fire for Effect, on 24 July 2012 - 02:23 PM, said:
I just grabbed my old record sheets see for example the HBK-4P
23 HS (single of course)
and 8 Md Laser
and you forget Hardpoints you simply will not have enough Hardpoints available for large amounts of laser weaponry...
Yes, that's a dreaded missile boat all right. No, wait, it's a laser boat.
With DHS alone, I've shown that you can either:
a) swap out 2 MLs for 2 PPCs to make a Warhammer clone for 20t less than normal, or
b) speed the 4P up to 6/9 so it can get those MLs into range much more quickly.
And the hardpoints issue just means everyone will gravitate to the HBK-4P.
Edited by Uri Brauer, 24 July 2012 - 02:38 PM.
#10
Posted 25 July 2012 - 08:22 AM

IF the 4P will be available which I sincerely doubt... or has anyone seen it?

#11
Posted 25 July 2012 - 10:06 AM
Is the game really limited against laser boats? If they are forcing individual hard points this will make these very limited in the customization department and will also reduce the amount spent on mech by players. If I want to build a rules legal missle boat or laser boat, make it happen. That has always been a core beauty to tabletop.
#13
Posted 25 July 2012 - 10:56 AM
JaxChris, on 25 July 2012 - 10:06 AM, said:
In TT you can stop min-maxing munchkins. In MWO you can't. People will do whatever they can to get the advantage, and there is no problem in that, but it makes game design absolutely crucial in order to make the diversity of mechwarrior weapons actually useful.
The point is, that ingame people will ditch every missile or autocannon variant and go purely for the DHS energy boats because DHS would, comparatively speaking, allow you to have masses of extra tonnage: for multiple tons of extra armour, no ammo limitations, more critical spaces, and more tonnage for weapons too.
Download Solaris Skunk Works and make a mech, any mech, based upon SHS. Then try one with DHS. Yeah... it's messed up for competitive play so much so that the Battletech devs had to make lbx autos, rotary autos and ammunition types to try and make autos viable again. Even with all that they did not succeed because people just go after energy-boats or Gauss packers in competitive games unless you limit them somehow.
In short: the Clan Hellstar.
#14
Posted 25 July 2012 - 01:44 PM

http://remlab.source...mlab30/mech.lab
4P is available well if you take it you will be very unhappy in a high temperature world

#15
Posted 25 July 2012 - 04:07 PM
As far as I can tell, the only thing Remlab has going for it is building design, and I'm sure that there isn't a viable alternative out there.
Edited by Captain Nice HD, 25 July 2012 - 04:09 PM.
#16
Posted 25 July 2012 - 08:34 PM
IF they put Dbl Heat Sinks in, I'm sure it'll just cool off the vehicles a tiny bit more, or whatever they decide to do with them. Not to the extreme the TT makes it. - Last thing people want is 1 item breaking the entire game. Making it so that if you do not have Dbl Heat Sinks you can't fight effecintly or at all. Those kind of items usually find their way to a BIG Nerf Bat, or removed all together. Tis the trend of the MMO, the masses out weigh (or cry?) game play usually.
#17
Posted 26 July 2012 - 04:34 AM
Durant Carlyle, on 24 July 2012 - 07:54 AM, said:
And the bulk of Double Heat Sinks really is a concern, what with XL Engines, Endo Steel internal structure, and Ferro-Fibrous armor taking up lots of slots as well.
There's also the overall higher rates of fire. From the videos, 'Mechs are able to snap off shots more than once per 10 seconds with any given weapon. That means you're pumping out 2x, 3x, or more heat in the same time as TT- which means you'll need more heat sinks.
And in TT, many designs are already pushing it in terms of having enough critical spaces to fit them for efficient use. In theory, this means that DHS will have a drawback they lack in TT.
#18
Posted 28 July 2012 - 10:02 PM
#19
Posted 29 July 2012 - 07:25 AM
#20
Posted 29 July 2012 - 07:31 AM
Lightdragon, on 29 July 2012 - 07:25 AM, said:
No, we haven't forgotten. That penalty is irrelevant to lights and mediums, and worth paying on most heavies. It only really bites on assaults.
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