Jeff K Notagoon, on 23 November 2012 - 07:58 AM, said:
This adds strategy to the game, and you want it taken away. Learn some firing discipline perhaps?
also I use a JENNER with 4 ML and 13 DHS and it works just fine... this just tells me that you and the other "heat is broken!" people feel the need to be firing CONSTANTLY for some reason. Pro tip: stop feeling the need to be firing constantly!
As just an FYI, how high does your heat go? Do you fire until it reaches close to 100% then you cut back by chain firing to maintain heat?
What would you do if DHS were 0.2 dissipation and 1.0 capacity (to the SHS of 0.1 and 1.0 capacity) but if you went over 50% heat, you then received a small movement penalty, if over 60% a small movement and torso/arm twist penalty, if over 70% large movement and small torso/arm twist penalty, if over 80% large movement and torso/arm twist penalty along with an overridable shutdown, and if over 90% you received all the above with random internal damage with those having a chance of doing a 1 damage critical (so ammo explosions can happen, 1x/2x/3x criticals to internal components)?
The way I see this, SHS would be for adding capacity so you reach the penalty locations slower but take longer to dissipate for more weight while DHS would be for the dissipation and weight savings, so faster firing, but reaching the penalty locations faster and more critical slots.
I really only see two paths going forward for PGI from here. They either revamp the heat system, actually implementing the CBT heat penalties of slower movement (literally) and aiming (slowing the torso twist and arm speed) to the scale. But then fix the DHS/SHS by giving them different advantages that are inline with the game.
Or they leave the heat system as is, where it only matters if you go over 100%, and bring the DHS to something lower than 0.2 dissipation and same capacity. But this will only hurt mechs that use a lot of critical slots because mechs using lower critical slots will only just run more efficient.
Time and time again, PGI has said they want heat to matter in this game. Before DHS, heat only mattered if you was going over 100%. And yes, it did matter, because SHS are woefully inefficient for large heat weapons but great for arrays of smaller weapons, so mechs constantly shutdown. After DHS, heat is much more manageable with large heat weapons and still great for arrays of smaller weapons but heavier critical use mechs are hard pressed to see any advantage.
Hopefully, PGI will think about adding these other penalties.