Zyllos, on 11 December 2012 - 10:04 AM, said:
Heat capacity is 30 + (W * X) + (Y * Z).
Yes, that's the current formula, basically. I am not actually proposing to use a fixed heat capacity (though I think it would b technically more correct to do, even if at first I thought otherwise. I understand the rationale for why they did things the way they did here, but I believe, on closer inspection it's wrong. PGI made the mistake of thinking that a TT alpha strike must translate to every weapon firing at the same time in a real time game - while mechanically/mathematically, it just translates to firing all weapons in a 10 second timeframe.)
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Don't make the mistake of assuming that double heat sinks removed heat as a concern. - or the mistake of believing that Battletech requries that heat is a concern for every mech. The Battletech Starter Set (the only Battletech rulebooks and minis I own) is full of mechs that don't overheat very fast, if at all.
The counter-point to "DHS make heat go away" would be mechs like the Nova or Supernova - mechs so hot they would 100 % overheat after 3 salvos.
But in general, it's a fundamental optimization problem. Of course it's a bad idea to overheat fast - overheating mechs don't deal damage, but still take damage just fine. But you also don't need to last longer than your enemy or you yourself can survive.
Especially in MW:O, where you don't have to concern yourself with the vagaries of random hit location generation, you know that if you can, say, deal 120 damage to your enemies Center Torso, he will be destroyed. So your goal is to deliver 120 damage to the enemy Center Torso before he deals whatever damage he needs to kill you - and if you spend too many resources on heat neutrality and too little on damage output, your time to deliver that 120 damage could be too long, and you're dead before you can kill him. And, on the other hand - if you can kill him before he kills you because you invested enough in weapons and not too much in heat sinks, it's okay to be closet os hutdown afterwards - the enemy is gone.
The real problem with better dissipation is that mechs can deal more damage, and this will make the combats faster. That is something PGI doesn't seem to want. But:
1) There is already a reasonable and often achieved damage output in this game. Double Heat Sinks will not just make some weapons exceed this - it will finally allow other weapons to catch up to that level. So the solution is either - buff the weak weapons, or nerf the strong weapons and put in DHS.
2) The game's pace can also be altered by lowering damage across the board, or raising armour level sacross the board.
And fundamentally, PGI selected a bad point in the Battletech Universe if they wanted the game's pace to be stable. 3049 and the following years is the time where the Clan Wars start and a lot of new tech comes out, and most of it is designed to kill faster (and almost none seems to exist to make you survive longer!). SO they almost have no choice but to alter the pace of the game over time, and the real choice is more -do they want it faster than now in the future, or can they accept that 3025 level combat is faster than now. Avoiding a change of pace would require invalidating pretty much all stock mech designs, and then they selected a very poor base for their mechs - stock configurations.
Mustrum "I swear someone is editing my posts afterwards to add more spelling mistakes" Ridcully
Edited by MustrumRidcully, 11 December 2012 - 10:25 AM.