Vlad Ward, on 03 November 2012 - 02:13 PM, said:
That's the 15% extra heat dissipation added by Elite-tier Cool Run, which I'm assuming most end-game players will have available to them on their Mechs of choice.
Note: You can't use the difference between heat generated and heat dissipated to calculate Maximum volleys on its own. You have to remember that any volley that brings total heat above the maximum heat capacity will cause the mech to shutdown. Jargon: Heat will look more like a step function with linear components than a purely linear function.
Let's not mix apples and oranges here. Make the mechs perform as they're meant to and adjust the pilot skills to keep **** from being OP.
Good point on the shut down part as well.
Beo Vulf, on 03 November 2012 - 02:33 PM, said:
Yeh when the jenner is running right to left, and you give him 20 feet left lead and still shot 20 feet behind him when you are only 50 feet away there is a problem with code, not with weapons balance. When you shot a jenner flat dead center in the chest with an AC 20 from 50 feet and do 2% damage there's a weapons problem. I have witnessed both, and have had both happen. This is not a quick fix there is a major problem some were in their code that is not only effecting shot placement, but weapons damage as well.
I've had this issue and it really killed the ballistic experience for me and it was something that never really piqued my interest to begin with.
Lyteros, on 03 November 2012 - 02:38 PM, said:
The longer the range of the weapon the more constant you can pewpew with it (=> due to more targets of opportunity in range, if your actual target died or is hidden). The sad part is: the energy weapons with the highest range are also those with the highest heat. So beeing able to have somewhat constant DPS is giving you an edge here, which means stockpile heatsinks (ineffective build compared to ballistic / LRM).
Even if you can run off to cool yourself, the one who can stay and deal more constant DPS has an edge over the one who runs of to cool here. Especially if you run or stop shooting just to cool off, and not to avoid / redirect damage (tactical retreat).
This is what most people aren't wanting to admit.
Cheers
Vlad Ward, on 03 November 2012 - 02:48 PM, said:
As far as the original metric goes, however, I'll use my personal Mech as an example.
According to the "Principle of Tonnage for Heat Neutrality", a Medium Pulse Laser takes up "17 tons" with SHS and "9 tons" with DHS 2.0.
Assuming an 80 ton Mech with Standard Armor/Internals, you have:
8 tons internals
29 tons for a XL385 engine
494/32 = 15.5 tons of armor
= 52.5 tons total, leaving 27.5 tons free space
If I were to be heat neutral, I could only fit 1~2 MPLAS in my Awesome with SHS and 3 with DHS 2.0.
These would leave me with a DPS of 1.25~2.5 and 3.75 respectively.
In reality, I can throw 6 MPLAS on that Awesome and fit 23 total DHS.
This gives me:
Heat Capacity: 30 + 2(23) = 76
Heat Dissipation: 23(.2) * 1.15 = 5.29/s
Maximum DPS: 11.25
Sustainability of Maximum DPS: 5 volleys, 16 seconds, 180 damage
Heat Neutral DPS: 5.4
Does this help show why these "Heat Neutral Tonnage" numbers are bollucks?
The Awesome has 39 open critical slots arranged just perfectly to allow 13 DHS to be added and actually fit? Even still you're an assault mech set up to brawl while running half the burst damage/sustained damage of other assault mechs. The heat neutral tonnage is helpful to determine if the chassis you're trying to make heat neutral can hold everything you need to have to stay HN and the ease by which it can be accomplished in comparison.
Knightwyvern, on 03 November 2012 - 03:03 PM, said:
IIRC all heat sinks, Double and single alike, only raise the total heat capacity by one, meaning that a DHS equipped mech almost always has a lower total heat capacity than a SHS equipped mech, despite the obvious difference in heat dissipation.
Secondly; why use MWO Rate of Fire numbers, damage numbers etc, and use TT DHS heat dissipation numbers? Being sad about it doesn't change the fact that all the results using those erroneous combinations of factors will be heavily flawed; am I missing something?
This is going to make excessive alpha strikes a real issue. What needs to be found and is an efficient and effective mix to bring energy weapon builds on par with the other weapon systems. Unfortunately anything you do to aid the energy weapons, short of reducing heat cost, is going to affect all other builds as well. This would also allow for energy weapons to be massive alpha strike weapons and is counterproductive to what the game needs as a whole.
Unfortunately this is a dead horse that we have not alternative other than to continue beating.