Heat Dissipation Scaled By Class?
#1
Posted 11 February 2013 - 12:00 PM
Why not scale the DHS efficiencies per weight class?
Lights = as is (2x Engine, 1.4 outside)
Mediums = (2x Engine, 1.5 outside)
Heavies = (2x Engine, 1.6 outside)
Assaults = (2x Engine, 1.7 outside)
The thermodynamic differences could be attributed to surface area, for those that like a scientifical explanation.
Just a thought. I feel sorry for those assaults who WANT ERPPCs, but have to settle for LLasers.
Flame on.
#2
Posted 11 February 2013 - 12:57 PM
#3
Posted 11 February 2013 - 01:08 PM
CapperDeluxe, on 11 February 2013 - 12:57 PM, said:
This. Quad-PPC Stalkers that don't overheat are not a place this game needs to go.
#4
Posted 11 February 2013 - 03:49 PM
Gaan Cathal, on 11 February 2013 - 01:08 PM, said:
This. Quad-PPC Stalkers that don't overheat are not a place this game needs to go.
You think 0.3 heat dissipation per external DHS will allow Quad PPC builds to not overheat?
If so, tweak the numbers so that the increment is .05 per weight class.
The point is that lights get the benefit of the DHS nerf more than assaults, and this was a suggestion to balance that.
#5
Posted 11 February 2013 - 03:53 PM
Hotthedd, on 11 February 2013 - 03:49 PM, said:
You think 0.3 heat dissipation per external DHS will allow Quad PPC builds to not overheat?
If so, tweak the numbers so that the increment is .05 per weight class.
The point is that lights get the benefit of the DHS nerf more than assaults, and this was a suggestion to balance that.
Asymmetric balance. Assaults can't get instaganked by 4/6-PPC builds, Lights get a bit more benefit from DHS.
#6
Posted 11 February 2013 - 03:56 PM
Gaan Cathal, on 11 February 2013 - 03:53 PM, said:
Asymmetric balance. Assaults can't get instaganked by 4/6-PPC builds, Lights get a bit more benefit from DHS.
Assaults can't circle strafe lights, Hit and Run, or force the enemy to break formation and send someone to deal with a base cap.
And Assaults CAN get instaganked by 4/6 PPC builds.
#7
Posted 11 February 2013 - 03:57 PM
Better to just allow larger mechs to "soak" more heat before shutting down. This would make overall dissipation even and fair, while allowing the bug mechs to get a little hotter but that might only be 2 extra PPC shots than a light mech can take.
#8
Posted 11 February 2013 - 04:00 PM
focuspark, on 11 February 2013 - 03:57 PM, said:
Better to just allow larger mechs to "soak" more heat before shutting down. This would make overall dissipation even and fair, while allowing the bug mechs to get a little hotter but that might only be 2 extra PPC shots than a light mech can take.
I said surface area. Pretty sure the Atlas has more surface area than the commando. But the "soak" mechanic is a good enough scientficky explanation for me.
#9
Posted 11 February 2013 - 04:03 PM
Hotthedd, on 11 February 2013 - 04:00 PM, said:
Yeah but what I'm saying is the formula is surface area / volume and I'll bet the Commando has a better ratio.
So keep DHS at 1.4 regardless but allow Assaults to peak at 150% of the heat of Lights (or something like that).
#10
Posted 11 February 2013 - 04:05 PM
Hotthedd, on 11 February 2013 - 03:56 PM, said:
Assaults can't circle strafe lights, Hit and Run, or force the enemy to break formation and send someone to deal with a base cap.
And Assaults CAN get instaganked by 4/6 PPC builds.
Lights can't mount a 90 damage alpha? And I did somewhat mean torso shots, which are rather easier to aim than headshots, lets face it.
The fact is, if we did have true DHS, then according to your theory Lights would still have an advantage, since their out-of-engine heatsinks would still be giving the same value as those on Assaults. As a result I'm not quite sure what (mathematically) you're trying to correct here. If there is something needing correction, then yeah - by all means correct.
And for the record I'm fairly sure that "3-second Atlas core" was debunked as impossible unless a lot of important non-DHS numbers were also changed.
Edit: Not that it matters, but the surface area of the mech wouldn't mean anything, it would be the surface area of the heat sinks. A larger heatsink on your CPU will improve temperature control, but the size of your computer case won't (aside from allowing space for bigger fans, which is analogus with tonnage).
Edited by Gaan Cathal, 11 February 2013 - 04:07 PM.
#11
Posted 11 February 2013 - 05:48 PM
If heatsinks work by distributing heat through the system to the surface to be cooled off, then both mass, volume and surface area would affect heat efficiency in different manners. That said, I don't particularly care for the OP's suggestion - I feel it's complicated already keeping track of all systems, and telling a new player "well double heat sinks aren't actually double heat sinks, they're 1.4 heat sinks, unless you put them in the engine then they're double" is enough explaining for something that should be simple and intuitive. Adding different efficiencies based on size just makes stuff to complex for such a minor balance adjustment.
#12
Posted 11 February 2013 - 05:51 PM
Gaan Cathal, on 11 February 2013 - 04:05 PM, said:
Lights can't mount a 90 damage alpha? And I did somewhat mean torso shots, which are rather easier to aim than headshots, lets face it.
The fact is, if we did have true DHS, then according to your theory Lights would still have an advantage, since their out-of-engine heatsinks would still be giving the same value as those on Assaults. As a result I'm not quite sure what (mathematically) you're trying to correct here. If there is something needing correction, then yeah - by all means correct.
And for the record I'm fairly sure that "3-second Atlas core" was debunked as impossible unless a lot of important non-DHS numbers were also changed.
Edit: Not that it matters, but the surface area of the mech wouldn't mean anything, it would be the surface area of the heat sinks. A larger heatsink on your CPU will improve temperature control, but the size of your computer case won't (aside from allowing space for bigger fans, which is analogus with tonnage).
I did not bring up true DHS, but if we DID have true DHS, lights WOULD have an advantage. Just like they do with the current 2.0/1.4 model.
Lights have certain advantages over assaults and vice versa, there is no need to ADD to their advantage with the heat sink formula the way it is.
As far as surface area and cooling, you are assuming that ONLY heat sinks dissipate heat. This just isn't so. The entire 'mech heats up, so wherever there is surface area touching a cooler temperature (the exterior of the entire 'mech) there will be heat dissipation.
#13
Posted 12 February 2013 - 04:55 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users