What? Heat management in MW3 and Pirate moon (the sequel just doesn't exist, to me) was very well implemented, I thought. You'd just shut down the whole system by overheating it. And damage was more of a 0/1 thing: overheating too much in one go (what's not to love with alpha strikes) would make your mech explode, creating a crater, hurting badly everything around, but no component would suffer before that point. It was a matter of managing your heat on the verge of shutting domn. This was pretty awesome, actually.
Heat management in ED is a different beast. It can be tricky, but I never damaged anything by firing heat inducing weaponery (in my ship, that is). What was your setup, OP?
I will retest after 1.2 this evening :- Roughly set up like this I am working so cannot check. This is my new configuration:-We will see what happens now
[Eagle] |
S: 1E/G Beam Laser |
S: 1G/G Multi-cannon |
S: 1G/G Multi-cannon |
U: 0E Kill Warrant Scanner |
BH: 1I Mirrored Surface Composite |
RB: 2A Power Plant |
TM: 3D Thrusters |
FH: 3D Frame Shift Drive |
EC: 1D Life Support |
PC: 2A Power Distributor |
SS: 2A Sensors |
FS: 2C Fuel Tank (Capacity: 4) |
3: 3D Shield Generator |
2: 1A Shield Cell Bank |
1: 1E Standard Docking Computer |
--- |
Shield: 55.53 MJ |
Power : 8.05 MW retracted (84%) |
9.66 MW deployed (101%) |
9.60 MW available |
Cargo : 0 T |
Fuel : 4 T |
Mass : 79.4 T empty |
83.4 T full |
Range : 10.00 LY unladen |
10.00 LY laden |
Price : 626,721 CR |
Re-Buy: 31,336 CR @ 95% insurance |
Up until 1.06 the gun 'charge' never emptied with 4 pips. I am also thinking the ship was bit lighter than this set up so will confirm and change later....
Last edited: