IF you have a mech that is heat neutral with his current build-up and your current firing pattern and want to make his AC/10 fire twice as often, you need to add 3 more heat sinks. If you want to do the same with a PPC, you need 9 heat sinks.
But the Devs repeatedly state "we want heat to matter". So they seem to refuse to want to fix the issue of heat generation vs heat dissipation, because they believe it dumbs the game down.
But the game can be "dumbed down" like that if you use lower heat ACs, Missiles or plainly the Gauss Rifles. It just won't be that dumbed down if you try the hotter energy weapons.
But if you lower the heat capacity considerably, you can have heat matter a lot more than now and not have a dumbed down game.
Example:
Let's say you have two weapons that can fire every 4 seconds, each for 10 heat.
Let's say you had a heat scale like this when you had enough heat sinks to be heat neutral:
0-5 Heat: No Effects
6-10 Heat: You suffer a 10 % speed penalty
11-15 Heat: You suffer a 25 % speed penalty, and your torso twist speed and range is reduced by 10 %.
16-20 Heat: You suffer a -50 % speed penalty and your torso twist speed and range is reduced by 25 %.
21-25 Heat: As before, but after 10 seconds at this heat level, an automatic shutdown may occur, which you can override. (which resets the timer), and ammo explosions may occur.
26-30 Heat: As before, but shutdown and ammo explosion occur after 5 seconds. You also start taking internal damage every second.
31+ Heat: You shutdown automatically. This shutdown cannot be overriden.
That means:
1) If you alpha strike, you immediately get in the 20 Heat range. Since it takes 4 seconds to dissipate all that heat, that means you spend about 1 second at the 16-20 Heat Penalty Level and 1 second at the 11-15 penalty level,and 1 second at the 6-10 heat penalty level.
So for 3/4 during a "heated" engagement, you would suffer at least a 10 % speed reduction, and for 1/2 the time at least a 25 % torso twist range and speed penalty.
2) If instead you fire your weapons with a 2 second delay between each other, your heat penalty would never go above the level 6-10 level range, but it would stay pretty consistently in the 6-10 range, so you have a 10 % speed reduction the entire time.
Overall Result
Heat Management Matters all the time. When you decide for an Alpha Strike, even if your mech could support it indefinitely due to heat neutrality, you will take penalties for that. These penalties are harsher than staying consistently on a low level of heat, so you always have the choice to make whether you want to stagger your fire or go for alpha strikes. But despite staggering your fire, your overall damage output wouldn't reduce - it may be just a bit harder because you need to shoot your weapons separately, and you cannot rely on convergence as much.
Generalizing the Example:
The above example allows the mech to dissipate 20 heat in 4 seconds. That's a heat dissipation rate of 5 per second. So the heat scale would basically look like this:
If your heat dissipation rate per second is x, then the scale would look like this
- 0 to x Heat: No Effects
- x+1 to 2x Heat: You suffer a 10 % speed penalty
- 2x+1 to 3x Heat: You suffer a 25 % speed penalty, and your torso twist speed and range is reduced by 10 %.
- 3x+1 to 4x Heat: You suffer a -50 % speed penalty and your torso twist speed and range is reduced by 25 %.
- 4x+1 to 5x Heat: As before, but after 10 seconds at this heat level, an automatic shutdown may occur, which you can override. (which resets the timer), and ammo explosions may occur.
- 5x+1 to 6x Heat: As before, but shutdown and ammo explosion occur after 5 seconds. You also start taking internal damage every second.
- 6x+1 Heat: You shutdown automatically. This shutdown cannot be overriden.
What else can we do?
My example used a mech utilizing 2 weapons that had a rate of fire of 1 shot per 4 seconds.
Now there are interesting options on how to tweak other weapons.
For example, the current PPC can fire every 3 second and deals 10 damage and 9 heat per shot. That gives it a dps of 3.3 and a hps of 3.
You could get the same DPS and HPS with a rate of fire of, say, 5. That would mean it would deal 16.5 damage per shot and produce 15 heat per shot.
Now, if a mech only equipped with this PPC would had sufficient heat dissipation to be heat neutral, he would have a dissipation of 3. A single shot of the PPC would cause 15 heat, which is 5 times his dissipaton rate - so a single shout would bring this mech in the shutdown territory.
If the weapon would stay at its "old" rate of fire, a single shot would brig it only in the 3 times its dissipation - which is a lower penalty level.
So by maintaining hps and dps but adjusting the rate of fire, we get another, interesting tool - we have a way to alter how a weapon affects the level of heat penalties it can cause.
We can use this to balance advantages like range or single shot damage - which can be quite important sometimes, by giving weapons with a higher single shot damage or a higher range a lower rate of fire. Positively for them, it means you have more time for aiming, but negatively for them, they are more likely to bring your mech into more penalizing heat levels.
The scale I outlined above is basically designed around weapons firing every 4 seconds. I think that's a good fit, because many weapons have a rate of fire currently around 4. The Medium Laser has a cooldown of 3 seconds and a beam duration of 1, for a total recycle time fo 4, the Gauss Rifle fires every 4 seconds, SRMs fire every 3.5 to 4 seconds, the Large Lasers fire between every 4 to 4.25 seconds. So it's a good value.
Edited by MustrumRidcully, 03 November 2012 - 05:51 AM.