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A few DHS Graphs: Engines 100/245/300


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#21 New Day

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Posted 03 November 2012 - 12:35 AM

View PostWW8Ball, on 02 November 2012 - 05:51 PM, said:

Agree for the lights. The way I see the math is that if I now have 14 SHS in my Jenner and switch out to doubles keeping 14 total DHS then I will have the equivalent to 19.6 SHS. Nice buff to my way of thinking. 14x1.4=19.6 right?

Depends on which engine you are you using: In the current system with the 245 engine you would have 19 HE, so you would get a very slight buff of 0.6. On the 300 engine it would be 18 HE so you would get a buff of 1.6.

The DHS give you only an increase of 140% in comparison to SHS for 300% the critical space.

#22 Vassago Rain

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Posted 03 November 2012 - 12:36 AM

View PostPsikez, on 02 November 2012 - 06:33 PM, said:

MEMORIES


Why can't we have this with a more solid multiplayer.
I want to be Big Al for real.

#23 New Day

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Posted 03 November 2012 - 12:37 AM

View PostSteel Claws, on 02 November 2012 - 07:06 PM, said:

Since few mechs can actually load more than 6 or so doubles with any kind of loadout - it should benefit everyone. As far as buffing lights, perhaps it will some. But this will be true of ANY mech that can only load a few HS. Lets face it, you will rarely see any lights with more than 2 or 3 HS.

10 Is minimum HS. So, the bigger the engine, the more efficient you will be in comparison the current system, since each EHS is 0.4 more than now.

#24 Krivvan

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Posted 03 November 2012 - 12:37 AM

View PostZenehre, on 02 November 2012 - 06:17 PM, said:

There's a reason nobody uses PPCs or ER anything in MWO. Which saddens me, PPCs have always been my favorite weapons ;) I just can't seem to find a way to get enough dissipation under the current system to make them effective.


I use mechs with 4 PPCs to good effect...

Maybe I'm just crazy. I feel like the only person that loves PPCs in their current implementation.

#25 Norris J Packard

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Posted 03 November 2012 - 12:51 AM

View PostKrivvan, on 03 November 2012 - 12:37 AM, said:

I use mechs with 4 PPCs to good effect...

Maybe I'm just crazy. I feel like the only person that loves PPCs in their current implementation.


PPC's are worse than sub-optimal.

Just because you think they're good, doesn't make them good.

#26 Indoorsman

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Posted 03 November 2012 - 02:21 AM

At least make DHS only take 2 slots if they only = 1.4HS

#27 New Day

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Posted 03 November 2012 - 02:52 AM

View PostIndoorsman, on 03 November 2012 - 02:21 AM, said:

At least make DHS only take 2 slots if they only = 1.4HS

Clan DHS are 2 slots.

Edited by NamesAreStupid, 03 November 2012 - 02:52 AM.


#28 Kutagh

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Posted 03 November 2012 - 03:54 AM

View PostNamesAreStupid, on 02 November 2012 - 02:53 PM, said:

It will hurt everyone or do nothing. Eh, depends on the build, for example a 300ST, 4PPC Atlas with DHS (can achieve better efficiency than with single HS) will stay exactly the same.

Actually, consider this:
Assuming the Atlas has 50 tons free with the 300ST, full armor, no weapons and heatsinks. 4 (ER) PPCs are 28 tons together, leaving 22 tons over. There's enough room to fill those 22 tons with SHS's giving you a total of 32 SHS's. Now if I wanted to break even with that using DHS cooling at 1.4, you need 32/1.4=22.857 -> 23 DHS, meaning 13 DHS. However with 2x (ER) PPC in both arms you only have room in your side torsos and the 2 extra engine sink slots, giving 12/3=4 per side torso, a total of 10 extra DHS or in other words, a maximum of the equivalent of 28 SHS while you have 12 tons left to spare.

Builds with large laser weapons as primary have a hard time getting the required efficiency anyway due to the heat system currently in place. A primary ballistics with lasers as backup works quite well, especially when using the Gauss Rifle or UAC/5 (perhaps dual UAC/5). They don't have any need for huge numbers of heat sinks, just enough to cool them a bit. DHS would've let them fill up the unused arms/torsos with DHS for a low tonnage cost which allowed them to install more ammo.

Example: Atlas, 2x UAC/5, 6 tons of ammo, ER PPC, 2x med laser as zombie weapons, AMS with 1 ton of ammo, 8 DHS (2 in engine) and still 4 tons left to spare. What does that give me? 18 DHS total -> equivalent of 25 SHS, for the tonnage of just 8 DHS instead of 15. So yeah, such a build is going to outdamage a primarily laser weapons boat, since UAC/5 has on average 1 heat per second, so I generate 2H/s for which I require 20HS to generate the -2H/s and I have the equivalent of 25HS... So I can cool down an additional 0.5H/s. An ER PPC generates 13H, meaning I can fire it once every 26 seconds to run heat neutral. Or if I ran out of ammo, once every 5 seconds to run almost heat neutral. Oh and it can brawl quite decently as well as snipe. Sorry, I think all this did was lowering the efficiency of lasers as backup weapons, which weren't that essential, while simultaneously just making a decent laser based mech uncompetitive in any way.

#29 Bishop Steiner

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Posted 03 November 2012 - 04:01 AM

View PostVermaxx, on 02 November 2012 - 02:54 PM, said:


I can only get 10 DHS into a Hunch 4SP, I dunno how you got more. And that is with using the default weapons load, not raising anything to larger versions.


My Hunchback SP carries 17 DHS. Used Endo-Steel and an XL260 Engine. I did downgrade the launchers to Streak 2 packs (better against lights anyhow) but buffed the mediums so that is carries 4 Medium Pulse. Of course, the way they are talking now, I will probably go back to standard mediums, since apparently the already hot running medium pulse laser is getting a heat nerf?

#30 Murphy7

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Posted 03 November 2012 - 04:01 AM

View PostSteel Claws, on 02 November 2012 - 07:06 PM, said:

Since few mechs can actually load more than 6 or so doubles with any kind of loadout - it should benefit everyone. As far as buffing lights, perhaps it will some. But this will be true of ANY mech that can only load a few HS. Lets face it, you will rarely see any lights with more than 2 or 3 HS.


Patently untrue - the upper limit breaking point is around 8 external DHS, assuming two in each arm and side torso. Very large numbers of DHS are reached through engine storage, leveraging the weight savings into larger standard engine. Large ballistics can throw this off a bit.

Some mechs can comfortably go higher with boating several small weapon systems - if that is the game breaking load out, then some other form of build control might be warranted as a balancing effect (my preference is to reduce the granularity in engine selection, and head back to the integer multiples of tonnage, ymmv).

#31 Badgerpants

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Posted 03 November 2012 - 08:50 AM

My Jenner is running 12 DHS right now for 14 heat dissipation (due to the engine heatsink bug), with the change it will go to 16.8 heat dissipation, for 1.5 million Cbills. I've never said this before but seriously, **** You PGI, I fully expect this to change as people find DHS to not be worth the money, But I won't expect a refund when the price gets lowered, that would require average intelligence to figure out.

P.S. I cannot figure out what PGI is trying to do with Mechwarrior Online, They said they wanted to create a new Mechwarrior Game and they have done that, Quite well in my opinion! but trying to create alliance by mucking around with the heat? Seriously guys, WTF!

#32 JakeTehPwner

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Posted 03 November 2012 - 10:35 AM

This is a small buff to my Atlas, currently I have an extra 6 DHS on it. If you need room for DHS try putting weapon ammo in the legs/other areas with 2 spots.

2 LPL
2 MPL
1 LRM 15
1 Gauss
2 AMS

No heat problems. I know they are increasing the heat generation for pulse lasers but I think the small DHS buff(for me anyways) will mostly make up for it.

#33 Indoorsman

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Posted 04 November 2012 - 11:13 PM

View PostNamesAreStupid, on 03 November 2012 - 02:52 AM, said:

Clan DHS are 2 slots.


Ok so make them both take 2 slots and clan ACTUAL double heat sinks. That would still make them better than IS?





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