- Good gameplay ought give players meaningful choices rather than strict upgrades - double heatsinks are currently either a direct upgrade or a direct downgrade, depending on implementation and quantity
- Double heatsinks ought to give double heat dissipation. Hence "double."
- Trial mechs almost all have serious heat problems and are barely usable, largely for that reason (they suck in other ways as well, but those are the big ones)
- Standard heatsinks currently have a cooling rate of 0.10. Double heatsinks currently cool 0.20 (external only, engine double heatsinks still only cool 0.10).
- The planned "correction" is to make both engine double heatsinks and external double heatsinks cool 0.14. (ie/ √2)
So here is the solution (it was mentioned in one of Prosperity Park's old threads, so I don't really claim credit):
- 1) Standard Heatsinks have a higher heat capacity before the mech shuts down. Assuming the current "maximum before shutdown" is 30 (based on Tabletop), single heatsinks should have their maximum increased to, say, 50. This way, single heatsink mechs still dissipate heat very slowly (the 0.10 rate from before), but can pull off a larger series of burst fire without shutting down.
- 2) Double Heatsinks get full double dissipation (0.20) but the maximun heat capacity before shutdown is decreased, to say 25. This way, the mech can sustain fire for much longer periods of time, but short instances of heavy burst fire risk a momentary shutdown, which could be very dangerous. But would cool off very quickly when managed properly.
EDIT:
The two examples on the right are my idea. The double heatsinks are great, because your heat goes down much much faster, so you cool off quicker and can alpha again sooner. The singles are also viable, because, while they cool down slowly, they allow you to do more alphas for more burst damage in a short duration, but get into problems in sustained engagements,
Edited by Protection, 08 November 2012 - 02:29 PM.