Do MWO Mechs Have a Coolant flush System ?
#81
Posted 20 April 2012 - 05:06 AM
But if your mech is a shambles anyway, you're running hot due to an engine critical, and you really want to kill that one guy before you get slagged, yeah, sure, dump your coolant to get your heat back down for one more salvo of PPC fire. It should be a desperation type of move, not a routine part of battle.
#82
Posted 20 April 2012 - 05:08 AM
#83
Posted 20 April 2012 - 05:10 AM
#84
Posted 20 April 2012 - 05:12 AM
DropKick867, on 20 April 2012 - 05:10 AM, said:
hehe..heard of heat management before? just kidding, think its good to get a warning when you get into the red zone on the heat scale.
#85
Posted 20 April 2012 - 08:02 AM
Naughtyboy, on 20 April 2012 - 05:12 AM, said:
Yeah, but at the begging of the campaign, when all you had was the stock Bushwhacker, it got pretty irritating until some decent salvage was scored.....didn't know if I was gonna make it over that hump at the time....lol
Edited by DropKick867, 20 April 2012 - 08:02 AM.
#86
Posted 20 April 2012 - 08:28 AM
PGI has said that environment will play a factor so standing in water or fighing on an ice plannet should help a lot with heat. This is where it will be interesting to see if we are able to customize mechs at any point between the contract selection and the start of the engagement. Loading up on a laser heavy mech for figing on an ice plannet could have significant advantages. The same can be said for being in a primarily balistic based mech in desert conditions.
Perhapse a coolant flush option could be offered as a one use item. Buy it with cbills you can only take 1-2 with you on a fight, and when you use it, its gone. The superheated coolant is expelled from the mech and your 1-2 drums of backup coolant are used to replenish the system. You have to pay cbills to restock if you want more. This would allow for strategic usage at a cost, that may be prohibitive from using in every match. Price it so that people will only want to bother for strategically important fights.
#87
Posted 20 April 2012 - 04:54 PM
Am i putting too much faith in flamers?
Will heatsinks negate the heat build up from the weapon?
If so what will be the point of flamers?
#88
Posted 20 April 2012 - 05:03 PM
Edited by Mikro, 20 April 2012 - 05:04 PM.
#89
Posted 20 April 2012 - 05:10 PM
Malavai Fletcher, on 20 April 2012 - 04:54 PM, said:
Am i putting too much faith in flamers?
Will heatsinks negate the heat build up from the weapon?
If so what will be the point of flamers?
Flamers only generate 2 heat points (if at all, normally they just do damage like a MG). So if you're not using any weapons and are just cooling down, your enemy would have to field a LOT of flamers to keep you shut down. Flamers are primarily used against infantry or to to burn down things like woods or buildings. They can held overheat an enemy if mixed with other weapons, but a mech only equipped with flamers is easy bait.
#90
Posted 20 April 2012 - 07:25 PM
#91
Posted 20 April 2012 - 08:52 PM
Ian MacLeary, on 17 April 2012 - 10:42 PM, said:
I couldn't find a date on Sarna, but Solaris Skunkwerks has them as IS Experimental Tech in 3049; Clan Experimental in 3056.
djuice1701, on 17 April 2012 - 11:01 PM, said:
Rules Level: Experimental
Available To: BM, IM, AF, CF
Tech Base (Ratings): Both (D/X-X-E)
Game Rules: Though a unit may mount multiple Coolant Pods, only one may be triggered per turn, which is done at the start of the unit’s Heat Phase. A Coolant Pod increases the cooling capacity of all of the unit’s active heat sinks by 1 point each (regardless of heat sink type). If a critical hit strikes a Coolant Pod, the compressed fluids explode for 10 points of damage, as an internal ammo explosion.
So if there is Factions item restrictions then FedCom should be able to use this. While other Factions would have to make without it.
You would be correct, my mistake. They were protyped in 3049 according to TacticalOperations. Granted, being that they weren't in general production or use, I wouldn't hold out hope of seeing them at any point in the near future.
DropKick867, on 20 April 2012 - 08:02 AM, said:
Yeah, but at the begging of the campaign, when all you had was the stock Bushwhacker, it got pretty irritating until some decent salvage was scored.....didn't know if I was gonna make it over that hump at the time....lol
Yeah, I remember that.
'Oh, I've got an ER Large Laser, let's test it out.'
*Fire*
'BWEEEP!!!'
"***?? Who designed this thing? One shot and it overheats? Who thought THAT was a good idea?"
#92
Posted 21 April 2012 - 02:42 AM
Saving it for the "right moment" is the trick...
Its good in the way that noobs get a little fix up if they mess up, and pros get a good chance to dish out some extra dmg 1 or maybe up to three times extra.
But not much, just enough to keep you online when it gets hot.
And its not ammo for lasers... its a dmg spike for lasers...
all a tradeoff, better continuous dmg, or a burst or two.
in missiles we can mount an extra launcher and less ammo.
Same thing with guns.
Stop being asspies.
#93
Posted 21 April 2012 - 03:32 AM
TheHmm, on 21 April 2012 - 02:42 AM, said:
But not much, just enough to keep you online when it gets hot.
If they go with a system that's anything like the MW4 games or the MWLL mod, it won't be "1 or maybe up to three times extra", it will be a get-out-of-jail-free card. You can fire continuously for an entire Mech duel, all the while remaining at your Mech's heat shutdown threshold simply by tapping F when you hear the warning. Absolutely no consequences for heat spiking, you get enough cooling to spike again, you only use a tiny bit of coolant, and you can still do flush about 20 more times.
If you watch any videos on Youtube of clan matches, that's how some "pros" play their boats, which you can imagine means a lot of "noobs" don't stick around in these games very long out of frustration.
Unless they rework the coolant flush system, all the guys in this thread complaining about it are doing it because in previous games, it has been unbalanced and heavily in favour of laser boats. Why do you think MLas boats have always been such a problem in MW3 and 4? Heat was basically a non-issue.
Edited by Ramrod, 21 April 2012 - 03:35 AM.
#94
Posted 21 April 2012 - 07:38 AM
Dragorath, on 20 April 2012 - 05:08 AM, said:
^This. Free coolant flushes ruin the balance. Now coolant pods, with all their limitation and the risk of exploding if damaged, could work just fine.
#95
Posted 21 April 2012 - 07:55 AM
#96
Posted 21 April 2012 - 01:53 PM
Edited by Renegade Mitchell, 21 April 2012 - 01:54 PM.
#97
Posted 25 May 2012 - 08:15 PM
#98
Posted 25 May 2012 - 08:24 PM
otherwise just pull AC's out of the game, and maybe SRMs too.
I like the general commitment to the TT games they have expressed. The collant flush in the TT game was to find a lake or river.
Also I hope they have a diversity of worlds, in the TT there were hot planets on which Laser/PPC were a problem. At the same time they had an advantage on wet/frozen worlds.
#99
Posted 25 May 2012 - 08:52 PM
#100
Posted 25 May 2012 - 10:49 PM
LordDeathStrike, on 19 April 2012 - 02:46 AM, said:
Actually there is a massive difference. Water has a considerably higher specific heat capacity than air.
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