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The (Main) Problem With Dhs Is The Space


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#41 Redmond Spiderhammer

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Posted 15 November 2012 - 08:50 PM

What I would really like to see somebody put together is the math comparing TT heat sinks, with the 30 heat 'cap' before shutdown, vs MWO heat sinks that do dissipation as well as increasing the heat cap before shutdown.
I'm not really a math guy, but I am not sold that, given the heat cap increase aspect which is absent from TT, full 2.0 DHS are necessary to achieve twice the overall effectiveness per ton as single heat sinks.

#42 Vermaxx

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Posted 15 November 2012 - 09:00 PM

Higher heat cap doesn't flush heat. It just means you don't shut down as quickly. When you DO shut down, you are down LONGER because you have MORE HEAT TO FLUSH, AND YOU ARE DOING IT MORE SLOWLY.

2.0 sinks were denied based on the premise that Garth killed an Atlas, as a Jenner, in three seconds.

A Jenner has, at best, six energy hardpoints. A small laser has a total cycle time of three seconds. A medium laser has a total cycle time of four seconds. You could theoretically fire both of them "twice" in a "three second" period, especially if you are just saying "three seconds" as a rough estimate. Six medium lasers is a pretty big kick in one location, but I don't know if twice kills an Atlas. It also shuts down a mech, with or without DHS.

No one has come forward and said they've recreated this, and yes it was bad enough to deny true DHS. Many have come forward and pointed out that the ONE MECH that Garth used as his glaring example ALREADY GETS TRUE DHS because it has a huge engine and very few extra sinks.

The Jenner already gets the dangerous true DHS. Everyone else gets something less, and needs MORE SINKS, to make their ideal weapons go. A small laser Jenner has almost no heat issues now, and gets 20 true heatsinks basically free.

As to the matter of the 30 heat scale, it is a two edged sword. BAD HEAT in tabletop started at heatsinks plus (I don't know exactly) something like 4. The first few were 'soft' penalties - lower movement, plus one target numbers, etc. THEN came a shutdown check (trivial) and an ammo explosion (equally trivial). In MWO, bad heat starts at the top of the gauge. Your gauge got a boost, but bad heat starts there, and there aren't any rolls as far as I can tell. If you are above the 100%, you WILL BLOW UP, not IF but WHEN. The system rolls checks until you die. It doesn't pass one and then let you slide if you don't generate more heat. Only shutting down saves you and not even all the time.

If I had to choose, I would choose the standard tabletop system, because I knew that if I passed the explosion check I was fine until I generated enough heat to get to the next one; or if I dropped BELOW it and generated heat AGAIN, I would have to make another roll. MWO gives you a higher ceiling, and then beats you over the head for getting there.

I would prefer a system with penalties, and gradually increasing liklihood of auto shutdown and ammo explosion. Oh, and I would like to stop exploding internally when I am not carrying ammo.

#43 Aidan Malchor

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Posted 15 November 2012 - 09:03 PM

I do agree that the DHS should be taking the space they are current, otherwise they would just be the standard fit since it'd be easy to fit em. I stick with standard heatsink cause I like having them in my legs which with DHS i can't





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