MustrumRidcully, on 09 November 2012 - 07:47 AM, said:
I think there was a logical reason for adding heat sinks to heat capacity. (But it may have been misguided). In the table top, a mech with, say, 4 PPCs could fire them all in one turn if he had sufficient heat sinks to negate the heat (say, 20 DHS).
In a real time game, what would happen if you were to fire all your weapons at once would be that you'd overheat immediately if your capacity was only 30. Because the sinks would need a few seconds to negate enough heat, evne if your mech was heat neutral!
So they stacked the heat sinks on the capacity to replicate the effect. But maybe that was a mistake? Maybe what really happens in Battletech is that a Mech pilot fires its weapon in a staggered manner - e.g. first 2 PPCs for 20 heat, then wait 5 seconds to negate 20 heat, and then fire another 2 PPCs for another 20 heat, and wait another 5 seconds to negate that heat.
This is a bit where I'd like the game to go - forcing people to stagger their shots (without lowering the weapons actual ROF, just delaying the first shots of some weapons a bit to allow for heat to recover). But I am not sure if a cap of 30 wouldn'T be abit "too tight", so to speak. Especially as we advance the timeline and get to mechs like the Nova or Supernova.
This is a very important point. You are probably correct about why the devs made the heat threshold depend on the number of HS. I discussed this a little bit in my earlier (Decoding the Heat Mechanic) thread and reached essentially the same conclusion.
No one would expect an AWS-8Q
Awesome to overheat instantaneously upon firing its 3 PPCs (30 heat in TT), even though this is enough to reach the heat threshold. Instead, the heat would first appear in the PPCs, which have been carefully designed to withstand the heat of their own firing, and would not suffer any ill effects. Over the next 10 seconds (TT turn length), most of the 30 heat would gradually be exchanged into the environment by the mech's 28 heat sinks, while a small remainder (2 heat) would bleed into the mech itself.
To summarize, after firing, the PPCs bleed their heat into the mech continuously, and the heat sinks dissipate this heat continuously. There is not a sudden appearance of 30 points of heat (spread throughout the internal systems), which is then gradually dissipated by the heat sinks. It is only the heat production rate
in excess of the heat dissipation rate which is felt. Thus, we should expect the heat level to gradually increase from 0 to 2 after firing the PPCs.
The fundamental problem in MWO is that heat bleeds out of weapons instantaneously upon firing or is spread over the (much less than 10 second) beam duration for lasers. This has resulted in the extra heat threshold mechanic to prevent shutdown after alpha striking. Unfortunately, it also allows mechs with many heat sinks to "front load" excess heat onto the scale for a much longer time than would have been possible with a uniform heat threshold of 30. Since most weapons in MWO can fire much faster than once per 10 seconds (but otherwise have comparable damage and heat production), these mechs have an advantage that would not be present in TT. Consequently, many canon designs will strike new MWO players as poorly thought out.
A simple fix would be to- use a uniform value of 30 for the heat threshold, and
- have all weapons produce their total heat at a uniform rate over the 10 seconds subsequent to firing.
For example, if a medium laser produces 4 heat in total, it would now generate heat at a rate of 0.4 heat/second over 10 seconds, in the same way a SHS continuously dissipates 0.1 heat/second. On a stock
Jenner (10 SHS), after firing my 4 medium lasers (16 total heat), I would see my heat level rise at a rate of 1.6-1 = 0.6 heat/second for 10 seconds, up to a maximum of 6 (20% of threshold). The heat would then dissipate at a rate of 1 heat/second over the next 6 seconds. The total process would obviously take 16 seconds, as would be expected with 10 SHS.
This system seems (to me) fair, equitable, and easy to understand. It would eliminate the "front loading" problem without affecting the heat-neutral DPS a given design can put out. It would also eliminate the annoying spike in heat level after firing a weapon, which is against common sense.
I may start another thread on this topic, but for the moment I would appreciate your input. Can you think of any disadvantages?
Edited by Amaris the Usurper, 09 November 2012 - 12:08 PM.