A Question for the Devs: Weight Classes and Heatsinks
#1
Posted December 31 2013 - 12:23 PM
Why do the A-class mechs, who have the option of running away from unfavourable engagements, have better base heatsink stats than the C-classes who don't have this option_
As an example, the Scout has a base heatsink value of 91% (weapons generate heat at 91% of their defined heat rates) while the Brawler, with the same Flak+Two combo, has a base value of 101% (the weapons are actually generating 1% MORE heat than their defined values on the Brawler). The key difference between these classes being that when the Scout overheats it can run to safety while it cools down, while if the Brawler overheats it's basically screwed until its guns come back up.
In what way does this make sense_
Sorry if this has already been discussed here -- didn't see a topic for it.
#2
Posted December 31 2013 - 01:31 PM
On the other hand though, you could say the heavier mechs are sacrificing the better heatsinks for that extra armor. However, by that same logic, you could ask where all the extra weight is coming from if you're sacrificing the weight of the heatsinks for the weight of the additional armor. Unless the armor you're adding is ridiculously heavier than the weight of the heatsinks you're taking off, in which case, why not just leave the same heatsinks on since they must not be that heavy_
Or maybe I'm just over-analyzing the whole thing...
Sentium or Prosk_
Repair Charge / Repair Kit values
#4
Posted December 31 2013 - 02:14 PM
Science.
#5
Posted December 31 2013 - 02:48 PM
HubbaBubba9849, on December 31 2013 - 01:31 PM, said:
On the other hand though, you could say the heavier mechs are sacrificing the better heatsinks for that extra armor. However, by that same logic, you could ask where all the extra weight is coming from if you're sacrificing the weight of the heatsinks for the weight of the additional armor. Unless the armor you're adding is ridiculously heavier than the weight of the heatsinks you're taking off, in which case, why not just leave the same heatsinks on since they must not be that heavy_
Or maybe I'm just over-analyzing the whole thing...
They're already sacrificing mobility for that armour, though, Why should they have heat generation as an additional penalty when the ability to run away is already taken from them_ But I'm glad you agree.
Dictatorfish, on December 31 2013 - 02:14 PM, said:
Science.
Lol
#6
Posted January 01 2014 - 05:02 AM
it is indeed backwards
"To the untrained eye this chart may indeed appear to demonstrate a steep and sustained downward trend; however, what you're actually seeing is the line being dragged down because of the strengthening gravitational pull of a player base that is actually increasing in density. Rest assured, this is all going completely according to plan."
#7
Posted January 01 2014 - 09:43 AM
Edited by ShadowWarg, January 01 2014 - 09:44 AM.
#8
#9
Posted January 01 2014 - 12:59 PM
ShadowWarg, on January 01 2014 - 09:43 AM, said:
Edited by Hijinks_The_Turtle, January 01 2014 - 01:00 PM.
#10
#11
Posted January 01 2014 - 05:34 PM
Beefsweat, on January 01 2014 - 05:30 PM, said:
Fine. Lower the A class heatsink efficiency and increase the B class heatsink efficiency.
#12
Posted January 08 2014 - 08:14 PM
B classes ~95%
A classes ~100%
brawler gets 89%
scout gets 101%, balance the rest between.
#13
Posted January 14 2014 - 10:05 PM
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