Heat Damage on firing Laser

Rant Mode on : SO I am flying a 30th millenium ship, an Eagle and I fire an external laser and I get heat dmg to the entire ship, does that make sense?! Its absolutely Stupid. The loadout on my Freagle hasn't changed since Gamma and now I nearly destroy my ship from firing the bloody gun. Doesn't fit either in gameplay or in any consistent way, if the weapon was internal you could excuse it, but with A grade components and the weapon is mounted on THE OUTSIDE OF THE SHIP this SHOULD NOT BE POSSIBLE.
By all means Destroy or damage the gun by firing continuously a beam laser etc, lockout the gun or whatever! But having to watch heat signature at the same time as doing everything else. WHAT IS THE POINT. Hardly been OP on this ship. It would seem that this has not been thought through by anyone. I have not changed anything, not exploited in any shape or form. Maybe in future we could install extra coolant or whatever alongside the other new items , but this now so called new feature is insane!

My Feedback for what its worth scale down or stop external weapons adding to heat loadout until such time you allow weapons which can be fitted legitimately with current power resources be cooled at maybe the cost of an extra slot etc. and by that I do not mean the Heat sink feature!

RANT OFF Going to cool my head in a bucket of water or liquid Hydrogen, which seems to be not available in the 30th Century!!!!
 

Deleted member 38366

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Firstly this not mechwarrior and I am talking about a vehicle that has been unchanged in loadout since Gamma.
I can understand the increase in power usage and heat requirements for use of shield cells. The damage I incurred for a Eagle with Mirror armor and a beam laser is out of all proportion to the power usage.
This change has only occurred since the patch to 1.06 and we are talking about 45% dmg not 3%! And yes I did not notice it straight away. I play the Freagle when I have half an hour to spare. As I said I can cope with the gun being damaged by usage thats not the issue. Fire a MG42 for 5 minutes the barrel will get hot enough to see the rounds going down it, but a water cooled machine gun can fire for hours without a break because ITS COOLED. You never see the user of a machine gun melt because the barrel gets hot ;) This new game mechanic is IMHO STUPID especially as my Eagle has A class ditribution etc. I am not trying to avoid changes but this ill thought out and could have caused me to lose my ship due to a change to how my current loadout works, so now I have to be sub par on my loadout and spoils the gaming experience....
 
Pay more attention? Heat wasn't really a mechanic before unless you were diving into a star, now it is and its still very easy to manage. Suck it up buttercup.
 
Many things don't make sense in this game. Unless you suppose there are different laws of physics in this universe.

In our world, a battleship on the high seas whose EXTERNAL gun overheats lose that gun until repair. In the Eliteverse, the whole ship catches on fire, then melts, then sinks.

I can imagine the captain sitting in his cabin when all of a sudden his desk catches fire. "Alright, who fired the freaking gun?"
 
Pretty sure in 1.2, heat will damage the modules much sooner than the hull. Your ship load out may not have changed but the game mechanics have. Adapt and overcome, my friend.
 
It was an annoying mechanic in mech warrior, too.

I never said it was a GOOD game mechanic, just that it was one.. Actually it was a very poor one indeed but they needed something to have a negative impact on game play, and was promptly written into canon by all the fiction. Similar to what they are doing here.

Fuel scooping is going to result in massive heat. With FD's refusal to include tractor beams, it is just baffling how we can have ships that have the capacity to scoop raw plasma from a stellar primary's outer surface Yet be able to vent off enormous amounts of heat..
 
Also remember that a vacuum does not conduct heat like our atmosphere, so earthbound analogies don't translate. In fact I would expect your ship to be a far better heat sink than the deep black, and thus absorb the majority of waste heat from the laser. This is also why heat sink modules are so important, and work so effectively.
 
The changes to heat management from 1.1 were a welcome addition - as is the module damage first system that comes in 1.2.

It's not hard to adapt to these changes and they definitely enhance various situations.

Apart from anything else - take a chill pill; you could only have lost a couple of thousand cr in repairs at most - it's really not the end of the world!!
 
Are this heating factor affect NPCs??

It's hard to tell, but not from what I've observed. Mind you I haven't had a fight go on long enough and paid that much attention to their likely heat levels as I'm trying to be behind them, shooting them, rather than the other way round.
 
You never see the user of a machine gun melt because the barrel gets hot ;)

Ever fired M60? Comes with an asbestos glove...

Joking apart - thermal management was always intended to be in the game. I can see several rationalizations for it - conduits overheated, heat transferred from the weapon mount to the hull. Even though far fetched I see no particular issue with the game mechanics.
 
I never said it was a GOOD game mechanic, just that it was one.. Actually it was a very poor one indeed but they needed something to have a negative impact on game play, and was promptly written into canon by all the fiction. Similar to what they are doing here.

I'm glad to hear you say that. Dumb mechanics are dumb mechanics and can impact a perception of the gameplay. How many times on this forum have we heard people claim ED isn't a game, but a simulation and people need to adjust their exceptions accordingly... and then they put in something very gamey and totally divorced from anything resembling sensible engineering.

So, why's it dumb (sorry FD);
Being able to cook the lasers would make more sense, although thermal cutout technology has been around for quite some time, and I doubt they'd have forgotten about it by the 34th century. The laser is simply not going to be able to transmit enough heat back into the ship to ever damage it. I suppose it's possible to overload the cooling system, but again, this doesn't make much sense. The cooling system would fail and shut down the reactor before the paint on the hull even began to blister. And AFAIK the cooling system isn't something you can upgrade atm
 
Its the weapons system that overheats and heats up the inside of your ship not the lasers. That is why you cannot fire one weapon to overheating and then swap to a weapon that is not been used and then use that.

Nothing to with lore. It's game play design (from day 1). You overheat the system it affects your weapons. If your ship is overheating too quickly you should use a less powerful weapon that doesn't overheat your ship.

The eagle has always been quick to overheat. It is cheap and nasty and you get what you pay for.
 
The guns overheat your hull because the plasma energy conduits used to power the modules pass through the skin of the hull to keep internal space maximised.

Because of this when using the modules continuously the heat energy transferred to the hull via reluctance of the hull cannot be dissipated fast enough and so the ship overheats.

How's that for a reason, we've known about fire for millions of years but haven't found a way to stop it burning things.

I suggest you let go of the trigger every so often and accept mechanics have changed.

Ps I ran two beams and 2 class 2 mc on my viper and never came close to getting hot in combat.
 
This thread shows an almost-complete misunderstanding of how heat works in these ships. The weapons have their own thermal limits with their own cutouts for overheating. Ship's heat is separate and has to do with the systems supplying power to the weapons. Firing the laser beam doesn't cause much heat to the ship, powering the laser components does.
 
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