The math of planned double heatsink changes
#21
Posted 02 November 2012 - 11:14 AM
#22
Posted 02 November 2012 - 11:15 AM
#23
Posted 02 November 2012 - 11:20 AM
aspect, on 02 November 2012 - 11:01 AM, said:
Sure am happy about the change. Lesson learned, I guess...
Should still be okay though. You'll run only a little hotter then before.
Assuming you have the 200 engine.
Right now you have 8+ 8*2 = 24HS.
That will become (8+ 8) * 1.4 = 22.4 HS
Assuming you have the 250 engine.
Right now you have 10 + 8*2 = 26 HS.
That will become (10 + 8) * 1.4 = 25.2 HS
#24
Posted 02 November 2012 - 11:24 AM
Hauser, on 02 November 2012 - 11:20 AM, said:
Should still be okay though. You'll run only a little hotter then before.
Assuming you have the 200 engine.
Right now you have 8+ 8*2 = 24HS.
That will become (8+ 8) * 1.4 = 22.4 HS
Assuming you have the 250 engine.
Right now you have 10 + 8*2 = 26 HS.
That will become (10 + 8) * 1.4 = 25.2 HS
you are also ignoring the MPLs are now going to be generating more heat.
So not only are his heatsinks getting nerfed, but now his weapons are as well.
#25
Posted 02 November 2012 - 12:13 PM
#26
Posted 02 November 2012 - 12:14 PM
I do see the concern that builds that rely on a lot of heatsinks will run out of space before they run out of tonnage in a manor that does not align with TT very well, Perhaps there is some formula that would allow extra 'space free' heatsinks in order to counter this, either based on engine size, tonnage or weight class.
#27
Posted 02 November 2012 - 12:30 PM
Let's take a look at some of the "ideas" they've had so far.
Large weapons are just about useless.. Heat sinks have NEVER worked correctly ...Check out the 2 medium lasers and base 10 engine heatsink bug where the mech can't cooldown without standing in water.
Netcode is so broken every light mech is just about unkillable without tracking weapons.
Honestly you guys just need to rename the game to Jenners online.
Your fail math with double heatsinks is going to boost light mechs even more versus heavy / assaults.
Do us all a favor ... stop trying to balance a real time game on a piece of paper because the issue with with doubleheat sinks was obvious to anyone who actually played. Your fix is basically to nerf the crap out of the heavier mechs again.
Edited by Random Numbers, 02 November 2012 - 12:43 PM.
#28
Posted 02 November 2012 - 12:30 PM
WardenWolf, on 02 November 2012 - 11:13 AM, said:
Hell no. We shall not remain silent.
[Redacted]
Above 13 DHS, heat dissipation gets worse, not better. They are screwing us over and basically saying--HEY! WE FIXED IT! WE... MADE IT THE SAME IF NOT WORSE THAN BEFORE WHEN IT WAS BROKEN!!!
But... Oh... Hold on players! We made the heatsinks in the engine doubles now! Yes, they're doubles! Ignore the 1.4!
[Redacted]
Edited by Niko Snow, 03 November 2012 - 01:09 PM.
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#29
Posted 02 November 2012 - 12:51 PM
#30
Posted 02 November 2012 - 01:04 PM
I can't even get the same heat sinkage out of nerfed DHS that I do out of SHS- because, y'know, crit spaces.
It takes 20 DHS for me to equal 28 DHS. That is, I now need 24 critical spaces outside the engine.
My build didn't happen to have the extra critical spaces required- LRMs and ammo eat up a lot of space, after all. I'll likely have to revert back to an XL/SHS build from a standard engine.
#31
Posted 02 November 2012 - 01:44 PM
#32
Posted 02 November 2012 - 01:53 PM
And I hear they have deminishing returns on all heat sinks that dont seem right to me either
#34
Posted 02 November 2012 - 01:59 PM
#36
Posted 02 November 2012 - 02:04 PM
Krivvan, on 02 November 2012 - 10:42 AM, said:
I mean, single heat sinks were already better than double heat sinks on an Atlas, but people didn't complain about that.
No. The AWS-9M, which doesn't run now due to overheating on the third shot, has 10 external DHS, and that's all it can carry. They even stuck a 320 XL engine in it to cheat up the number of DHS. So not only doesn't it run now, but it will be even worse after they "FIX" DHS. So, from what they are saying I have to think they are missing something. Or maybe they want 'mechs to run unrealistically hot? Anyway, if the stock energy variants won't run because of overheating, they messed up somewhere.
What really annoys me about this is that the 'mechs that don't need heatsinks get a buff, while 'mechs that need alot of heatsinks get a nerf from what we have now. That's a fix?
#37
Posted 02 November 2012 - 02:06 PM
#38
Posted 02 November 2012 - 02:10 PM
#39
Posted 02 November 2012 - 02:11 PM
TigridMorte, on 02 November 2012 - 02:00 PM, said:
Gauss warriors online w some LRM, lasers (especially pulse) need not apply.
What's that got to do with anything related to what I was commenting on? Gauss was and still is needing to be tweaked, before and after the DHS adjustment.
#40
Posted 02 November 2012 - 02:15 PM
Krivvan, on 02 November 2012 - 10:42 AM, said:
I mean, single heat sinks were already better than double heat sinks on an Atlas, but people didn't complain about that.
They SHOULD be outright better. that is why they cost a fortune for a tech 2 module that is supposed to be compeltely superior to the tech 1.
My hopes for this game vanished now. I help a lot.. but If they had released this before Open Beta I would have been one of the refunds they would had to deal with.
The whole idea of DHS is EXATLY that heat shoudl not be a huge concern with anythign but PPCs and ER large lasers.
I do not see mroe than a handful of mechs that shoudl use DHS now.
Thanks PGI.. now I am changing my recomendation on this game on the gammign community I manage from "cautiously optimistic" to " stay away"
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