Sp12, on 11 March 2012 - 05:33 AM, said:
I'm never actually sure if you're trolling or not. No one was whining (save maybe you), and dumbing down is exactly what this doesn't do.
It's not like balancing heat levels is some fantastic skill. Chain fire and waiting around for it to dissipate over time. The 'downside' is that there's only so much coolant. Using it requries you to make a cost/reward decision (Will it allow you to get that last volley off and core that Atlas? Are you not in combat and cooling naturally anyway? Do you need to MASC all the way home for repairs?), certainly more so than ammunition does. What's the downside to the instant reloading/basically infinite ammo most ballistic weapons have?
Realize it was initially implemented as basically laser-ammunition.
Part of the issue is that limiting the number of flushes,
by itself, is not
enough of a drawback relative to the benefits of having the mechanic in the first place.
A MW4
Marauder with 12 additional heat sinks and full coolant standing still in the Coliseum while firing two standard PPCs takes 6 seconds to dissipate all of the heat generated by a single dual-PPC salvo.
A MW4
Marauder with 12 additional heat sinks and 50% coolant standing still in the Coliseum while firing two standard PPCs takes 6 seconds to dissipate all of the heat generated by a single dual-PPC salvo.
A MW4
Marauder with 12 additional heat sinks and no more coolant to flush standing still in the Coliseum while firing two standard PPCs takes 6 seconds to dissipate all of the heat generated by a single dual-PPC salvo.
The MW4 coolant flush removes substantial amounts heat and has a finite number of uses, but comes with none of the downsides of canon heat sinks, canon coolant pods, or coolant trucks - it consumes no internal volume and no tonnage (and so requires no substantial trade-offs), its usage has no actial effect on overall cooling performance (heat sinks with little/no coolant perform just as well as heat sinks with a full supply of coolant), and that its usage has become nearly mandatory for energy-heavy 'Mechs that are built without a sensible number of heat sinks.
As an example, see the canon
Supernova - it is a 90-ton Clan ER Large Laser boat (it carries
six such lasers), but its firepower is balanced by by needing 26 double heat sinks (effectively 52 heat sinks!) to only mostly deal with the heat generated by all of its weapons (a total of 60 units of heat generated by firing all weapons).
By contrast, a common MW4
Nova Cat variant mounts
seven Clan ER Large Lasers on a 75-ton chassis, runs at 90+ kph, and typically carries very few heat sinks and/or very little armor on its legs (as it is used for "hill-humping"; of note is that those who choose to minimally-armor the legs are those who tend to become quite vocal when said minimally-armored legs are targeted and fired upon

).
With two additional heat sinks, it takes nearly 30 seconds to remove all of the heat, and shuts down for nearly 30 seconds after two consecutive salvos.
With the coolant flush (which consumes no heat, consumes no internal volume, and has no effect on heat sink effectiveness), it takes 15-18 seconds to dissipate all of the heat.
This, along with a fairly poor representation of critical spaces in the MechLab, and probably a few other factors, led to energy boats becoming by-far the most dominant loadout in the most recent generation of MW games (MW4).
Part of the objection to having the MW4-esque coolant flush mechanic present in MWO stems from the belief that having it included would, as with the MW4 series, make energy-boats so much more dominant over other options as to effectively be the only truly viable option for any team that wishes to do well in, let alone win, a match (
especially if the other team is employing such 'Mechs).
As discussed throughout the thread, some of the ways that would make the presence of a coolant flush mechanic more palatable would be:
- to make access to it dependent an external asset that one bust locate and travel to in order to use (coolant truck)
- to make access to it dependent an internal asset that consumes tonnage and internal space and is vulnerable to being destroyed (coolant pod)
- to make it have a substantial effect on heat sink effectiveness (drop in heat sink efficiency is directly proportional to the amount of coolant flushed; if one flushes all of one's coolant, one's heat sinks become effectively non-operational)
Your thoughts?