

Case Study: 1.4 Dhs Are Just Fine.
#1
Posted 13 November 2012 - 01:26 PM
9 MLs produce a combined 36 heat. More than enough to quickly shut you down if you arent careful. But that is THE POINT OF HEAT To make you be careful. I often round up 2-4 kills without overheating by playing smart.
Yesterday I watched a pilot on team-cam after I died in my awesome. He also was using the HBK-4P with 9 ML and managed to rack up 5 kills including 2 atlai by using cover effectively in an urban environment (literally what the hunchback was designed for according to sarna.net). He avoided direct fire, used weapon groups and chain fire, and stayed near the max optimal range to avoid being noticed while dealing more damage than anyone else (more than 1000).
Since missiles and ballistics dont have nearly the same difficulties with heat I would say that you should learn to pace your fire. DHS should NOT allow you to fire as much as you want because you want to fire without stopping.
Note: I do think the MPL is redundant.
#2
Posted 13 November 2012 - 01:27 PM
#3
Posted 13 November 2012 - 01:27 PM
#4
Posted 13 November 2012 - 01:28 PM
So they're not actually 1.4. Only externally mounted heatsinks are nerfed.
Of course, this hurts larger mechs, and mechs that mount energy weapons and thus need heatsinks outside their initial ten. This is why my Jenner-F has no heat problems with 6 medium lasers, but my Awesome-9M cannot fire it's weapons more than once without overheating. As heatsinks are a limit of the mech's 'potential firepower' with energy weapons, I see no reason to pilot an assault mech that relies on them at this time.
Edited by NovaFury, 13 November 2012 - 01:31 PM.
#5
Posted 13 November 2012 - 01:28 PM
#6
Posted 13 November 2012 - 01:29 PM
My MPL build wasn't nerfed nearly as hard as I thought it would be.
#8
Posted 13 November 2012 - 01:35 PM
#9
Posted 13 November 2012 - 01:39 PM
People still ***** about the current system though so my point is not entirely invalidated.
#10
Posted 13 November 2012 - 01:41 PM

Edited by 3rdworld, 13 November 2012 - 01:42 PM.
#11
Posted 13 November 2012 - 01:43 PM
#12
Posted 13 November 2012 - 01:45 PM
#14
Posted 13 November 2012 - 01:55 PM
But, it does show that the underlying fear that heat will not matter with most of the DHS being 0.2 was mostly unfounded. But I do think PGI needs to seriously implement the other heat penalties so that Jenners that can can be farely heat efficient (I am not sure if it is possible to be heat netural due to ~3.0x the RoF) will still have to content with penalties.
This will also mean that the Gauss Rifle will also need to have it's RoF cut in half because of it's removal from the heat system.
#15
Posted 13 November 2012 - 01:56 PM
Also, my 7 mpl lunchback does great, even better than the 9ML I think. I lose out a bit on range, but those MPL's are like scalpels. I eat torsos for breakfast.
#16
Posted 13 November 2012 - 02:03 PM
1.) PPC-shots are "walking" to their target, especially compared to Gauss-rounds
2) Gauss are doing the same damage, with waaaaaaayyyy less heat.
-> PPCs should have a higher velocity
-> PPCs should generate less heat
#17
Posted 13 November 2012 - 02:04 PM
Burn, baby, burn.
#18
Posted 13 November 2012 - 02:14 PM


Ideally, I'd prefer a straight 2.0 otherwise we're going to have significant issues when clan tech comes out, but the current implementation is "doable" in my opinion. I actually do have a slight performance increase on my 19DHS Marauder II vs my 30 SHS one, enough to make it worth the expense and the decreased vulnerability since I was able to drop the XL. Losing the entire left side of my mech is still pretty comical however when at a high heat level, losing 6 DHS at the same time usually makes me instantly explode if I'm already near shut down. (Comes from heat sinks increasing the heat capacity as well, lose heat sinks, lose capacity)
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