Ghosth, on 13 November 2012 - 10:46 AM, said:
The problem is this makes small mechs that use a 260 engine or bigger more powerful than a larger mech.
So your back to Jenner's coring Atlas's in a few salvos.
Ten true double heat sinks in the engine is much more effective at cooling a light or medium mechs heat load than say a Catapult or an Awesome. And with the rest of the heat sinks at 1.4 you really can't add enough to make up for it.
The good news is the dev's should be looking at the data coming in and see that true DHS in the engine are not so terrible. While it has changed gameplay, its not totally out of whack.
It all depends on where they want to see the balance.
If they want to see lights and mediums dominate then leave it exactly as it is.
If they want Heavys and Assaults to be more in the mix they need to bring the DHS that get put in the chassis up to 2.0 as well.
Otherwise your going to see many more light/medium mechs than heavy/assault.
I see what your saying, but I dont think it is a fair comparrison. Last patch heat was STRONG in favor of larger mechs. This one is fairly strongly in favor of lighter mechs.Obviosuly pure DHS would flatten that out
For instance
Jenner with 15 SHS = 15*0.1= 1.5 HPS
Jenner with 15 DHS(last patch) = (10*0.1)+(7*0.2)= 2.0 HPS
Jenner with 15 DHS(current system) = (10*0.2)+(5*0.14)= 2.7 HPS
Jenner with 15 DHS(pure DHS system) = (15*0.2)= 3.0 HPS
Using SHS as a baseline, you do roughly 35% more damage with the current build than the initial 'bugged' implementation. Which personally I dont think was bugged. But thats another story.
Catapult with 21 SHS =(21*0.1)= 2.1 HPS
Catapult with 21 DHS(last patch)= (10*0.1) + (11*0.2) = 3.2 HPS
Catapult with 21 DHS(current)= (10*0.2) + (11*0.1) = 3.1 HPS
Catapult with 21 DHS (pure DHS) = (21*0.2) = 4.2 HPS
Here is the thing about these numbers. They dont tell the whole story. In many cases, it is easier for a larger mech to keep Time on Target high compared to light mechs (who have to run around to avoid fire a lot more and end up having large gaps between cooldown and the next time they fire.
This mitigates the advantages light mechs have in cooling IMO.
Last comment. I dont hink PGI is balancing on light vs heavy. Or at leats not exlcusively. IMO they are balancing more on total DPS. They want matchs to last X ammount of time. They want engagements between mechs to last Y ammount of time. By raising the heat maximum, you lower the avg time for both X and Y
This game is numbers heavy as it is (by number heavy I mean that number of players make a huge difference in performance). By raising DPS you exaserbate the issue. You will end up with MORE 8-0 and 8-1 matchs, not less.