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DHS should be 2 slots (basic mathz inside!)


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#21 RockWolf

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Posted 04 November 2012 - 10:28 AM

This mod hurts heavy laser boats. But helps people who run with heatsinks in the engine only.

A little graph to make it clearer. (considering 10 engine heatsinks)
Posted Image
Effective stand for: number of SHS to be able to compare to the DHS.
Mechlab stand for: when you look at your mech in mechlab, the number that is showing and not how many you have added.

As you can see, running past 17 mechlab heatsinks you wiill have diminishing returns compared to the previous version. But for any mech running under 1, your heat efficiency will go up.

Example. My awesome that runs 20 mechlab heat sinks would be losing up to 2 full effective heatsinks.
I know its not much, but again its going in the opposite direction for laser boats.

Edited by RockWolf, 04 November 2012 - 10:30 AM.


#22 Khobai

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Posted 04 November 2012 - 10:32 AM

DHS should be 2.0, period.

#23 Joe Mallad

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Posted 04 November 2012 - 10:41 AM

View PostAbrahms, on 04 November 2012 - 09:21 AM, said:

I know players have talked about this before, but as you know, Im great at using 3rd grade math to demonstrate basic, gamebreaking principles.

DHS in battletech were 1 ton, dissipates 2 heat, and used 3 crit slots.

Singles are 1 ton, 1 heat, 1 crit slot.

If you can see right away, that DHS already heavily favor light mechs. Crit space doesnt really change, so a mech mounting 4 medium lasers (4 crits) has plenty of space to use DHS. A mech with an AC20 alone using 10 crit slots suddenly has a lot less space. This was still overall built into battletech's balance, which though not perfect, was far better than MWOs (see threads about heat sinks and tripled ROF).

SO, if DHS are now 1.4 heat per second.... well, 1 dissipation to 2 is a 100% increase, with 200% increase in crit space to 3 (in other words, 200% dissipation for 300% space).

1 to 1.4 is a 40% increase. An 80% increase for the crit space would put it at 1.8, double the increase in heat dissipating power. From the other direction, 3 crit space * .7 = 2.1 crit space. 2 heat dissipation times .7 = 1.4 heat dissipation. Meaning, DHS was only .7 efficient with space but 200% with tonnage. We lost that balance.

Whether looking at it from 1.8 or 2.1 tons for 1.4 heat dissipation, both proportional increases land you at roughly 2 crit slots for 1.4 heat dissipation.
your math is still valid and I too made the same mistake in the 1.0 and 1.4 a SECOND match.

The Devs should be a bit more clear on how the HS/DHS dissipate heat. They dont dissipate heat 1.0 and 1.4 a second. They dissipate heat at 0.1 (standard) and 0.14 (DHS) a second. 1 HS/DHS will dissipate 1.0/1.4 heat every 10 seconds.

So if you want to dissipate 1.0 heat or with DHS 1.4 heat a TRUE second you'll need 10 HS/DHS do do so.

#24 Rumrunner2

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Posted 04 November 2012 - 10:42 AM

The picture above is right.
Light mechs with most HS included in engine will still benefit from DHS technologie, assault mechs will not.
Gamebalance is turning more and more to light mechs.

After all, the idea of DHS with 1, 4 is.....(not printable)

My proposal would be:
DHS included engine 1,2, but all external DHS value 2.0.

#25 John Norad

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Posted 04 November 2012 - 10:56 AM

Well, this would be one possibility.

Especially for preserving a minimum of sense in the 'double' part of the name - double the size instead of double efficiency.
Clan DHS could then be made a bit more efficient (e.g. 1.4 vs. 1.5) instead of smaller.
Of course all this mixes up the original concept and I'm not sure if that's a good thing.

And then there are still those horribly inefficient single heat sinks and the trial mechs utilizing them.
Imho single heat sinks should've been around 50% more efficient right from the start. That would allow an Awesome to fire more than one PPC without worries (wich he is supposed to), and mechs like the Dragon to fire it's medium lasers more often than once in a blue moon.





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