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Coolant Flush - How Does It Work?


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#1 Onmyoudo

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Posted 05 March 2013 - 02:25 AM

I've browsed around the threads and read the Paul's posts (http://mwomercs.com/...10-consumables/) and from what I understand the Coolant Flush will result in a 35% instant heat dissipation on the mech. So the little red bar next to your map drops by 35% (or 20% or 15%). Is this correct? Or it may drop rapidly over the course of a second, perhaps.

I ask this because on the face of it, a one-time 35% drop in heat seems like a waste of MC (or even free fake space money) to me. That's one extra alpha, I guess? If the entire battle hinges on that single alpha, then that was a good game.

I understand much of the discussion is about the ethics and implementation of pay to win, but that's not the point of the questions in this thread.

#2 Cebi

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Posted 05 March 2013 - 02:26 AM

Pay MC. Win.

#3 Captain Ahab

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Posted 05 March 2013 - 02:28 AM

GRAB DEAL!

#4 matux

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Posted 05 March 2013 - 02:34 AM

Like magnets I would presume...

#5 CompproB237

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Posted 05 March 2013 - 02:45 AM

I assume that it's a single use of an instant percentage reduction in current heat the heatsinks are dealing with. Theoretically that means that it would take CurrentHeat * CoolantFlushValue = NewHeat.

For example, we'll say you are at 80% heat. The 35% would instantly drop it to 52%. The other two would drop it to 64% (for Tier 2) or 68% (Tier 1) units. If you applied both Tier 1 + 2 (I'm ASSUMING that you cannot use both at the same time) then you would end with 54.4%.


At least, this is my theory on it. We have yet to see how it works.

I hope the OP sees this through the deluge of QQ.

Edited by CompproB237, 05 March 2013 - 02:46 AM.


#6 CompproB237

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Posted 05 March 2013 - 02:53 AM

View PostCoolest Sinclair, on 05 March 2013 - 02:47 AM, said:

the deveolersps seams to suck at maths, horribly.

seriously take your equations to the accountant, theyre gonna slap you silly.

^_^

*Facepalm*

0.8 * 0.65 = 0.52 (80% heat + 35% heat reduction)
0.8 * 0.8 = 0.64 (80% heat + 20% heat reduction)
0.8 * 0.85 = 0.68 (80% heat + 15% heat reduction)
0.8 * 0.8 = 0.64 * 0.85 = 0.544 (80% heat + 20% + 15% heat reductions)


Hmm...

Edited by CompproB237, 05 March 2013 - 02:57 AM.


#7 Jam the Bam

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Posted 05 March 2013 - 02:56 AM

The devs have stated that its X% of your MAX heat capacity.

So 80% heat would drop to 45% heat with the 35% drop.

Sounds a bit simplistic but thats the way I read it.

#8 Onmyoudo

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Posted 05 March 2013 - 03:00 AM

View PostCompproB237, on 05 March 2013 - 02:45 AM, said:

I assume that it's a single use of an instant percentage reduction in current heat the heatsinks are dealing with. Theoretically that means that it would take CurrentHeat * CoolantFlushValue = NewHeat.

For example, we'll say you are at 80% heat. The 35% would instantly drop it to 52%. The other two would drop it to 64% (for Tier 2) or 68% (Tier 1) units. If you applied both Tier 1 + 2 (I'm ASSUMING that you cannot use both at the same time) then you would end with 54.4%.


At least, this is my theory on it. We have yet to see how it works.


From the second of Paul's posts:

Paul said:

CB Coolant Flush Tier 1 = 15% cooling of TOTAL heat on your Mech.
CB Coolant Flush Tier 2 = 20% cooling of TOTAL heat on your Mech.
TOTAL cooling of your Mech is 35%.


This would seem to indicate that the percentage is based on total heat capacity, rather than current mech heat? So for a given mech, 20% or whatever would be a flat number of heat based on that mech's heat sinks and capacity the way I'm reading it.

Regardless of which maths is right, let's say you have 90% heat and use a flush, giving you ~70% heat. In terms of gameplay and assuming that this was the only flush module you had equipped, does that really make a big difference to the battle?

#9 CompproB237

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Posted 05 March 2013 - 03:02 AM

Ahh, I just read the new post. I guess that throws out the variance I saw in how the two c-bill versions versus the MC version worked.

My theory was based on speculation.

View PostOnmyoudo, on 05 March 2013 - 03:00 AM, said:



From the second of Paul's posts:



This would seem to indicate that the percentage is based on total heat capacity, rather than current mech heat? So for a given mech, 20% or whatever would be a flat number of heat based on that mech's heat sinks and capacity the way I'm reading it.

Regardless of which maths is right, let's say you have 90% heat and use a flush, giving you ~70% heat. In terms of gameplay and assuming that this was the only flush module you had equipped, does that really make a big difference to the battle?
It can allow you to fire one (or more) large weapon(s) without overheat, a few smaller weapons without overheat or an Alpha (with or without overheat, depending on loadout). Depending on the mech and heatsinks it could be a significant reduction in heat.


Also, my math is probably wrong after the new clarification Paul posted.

Edited by CompproB237, 05 March 2013 - 03:06 AM.


#10 Elessar

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Posted 05 March 2013 - 03:06 AM

Both, the C-Bill and the MC versions seem to have their separate uses:

If you have the MC version, you get: 1 single module with 35% heat dissipation, single use

If you pay C-Bills you can get:
Module 1: 20% Heat Reduction, Single use
Module 2: 15 % Heat Reduction, Single use

You can not put both, the MC module and any of the C-Bill modules at the same time on your mech.
BUT:
You can have both C-Bill modules at the same time on your mech.


With other words:
With the MC-Version you get one large heat reduction shot
With the C-Bill Version (if you install both modules) you get 2 shots with lesser heat reduction

All in all this sounds to me like the C-Bill version definitely is a viable alternative to the MC version (if you have enough freee module slots), as you can decide for yourself if you want the 35% right now (by activating both modules in succession) or spare some of the redution for a later time, whereas with the MC version you get only a single heat reduction

#11 semalferuzA

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Posted 05 March 2013 - 03:09 AM

View PostElessar, on 05 March 2013 - 03:06 AM, said:

All in all this sounds to me like the C-Bill version definitely is a viable alternative to the MC version (if you have enough freee module slots), as you can decide for yourself if you want the 35% right now (by activating both modules in succession) or spare some of the redution for a later time, whereas with the MC version you get only a single heat reduction


Assuming you don't want another module slot.

#12 Steadfast

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Posted 05 March 2013 - 03:13 AM

Remember this is for basic 10 heatsinks. funny how dhs and more than 10 hs will change the field.
Also, 1 module slot will allways be more usefull than 2 moduleslots.
cheers
Daniel

#13 CompproB237

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Posted 05 March 2013 - 03:15 AM

View PostOnmyoudo, on 05 March 2013 - 02:25 AM, said:

So the little red bar next to your map drops by 35% (or 20% or 15%). Is this correct?
Yes, instantly.

View PostOnmyoudo, on 05 March 2013 - 02:25 AM, said:

I ask this because on the face of it, a one-time 35% drop in heat seems like a waste of MC (or even free fake space money) to me.
I somewhat agree. Depends on the pricing.

View PostOnmyoudo, on 05 March 2013 - 02:25 AM, said:

That's one extra alpha, I guess? If the entire battle hinges on that single alpha, then that was a good game.
As I said, this could have varying effects.


In hindsight of this post, your answers from your opening questions were already there in Paul's post. :| The rest is kind of speculation and/or Opinion at this point.

Edited by CompproB237, 05 March 2013 - 03:17 AM.


#14 Fully Automatic Taxidea Taxus

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Posted 05 March 2013 - 03:18 AM

View PostCebi, on 05 March 2013 - 02:26 AM, said:

Pay MC. Win.

How many colors and MechLab slots have you bought? I have a Fang and it is no more powerful than a regular Dragon.

#15 Onmyoudo

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Posted 05 March 2013 - 03:18 AM

Okay, so after checking the heat levels for 20% heat you can fire approx. 5 Medium Lasers or 3 Large Lasers. For 35% heat reduction you can fire approx. 9 Medium lasers or 5 Large Lasers. So an extra alpha from a Hunchback-4P for argument's sake. Is this worth sacrificing permanent extra sensor range, or target decay, or (insert preferred module here)?

#16 Onmyoudo

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Posted 05 March 2013 - 03:22 AM

View PostCompproB237, on 05 March 2013 - 03:15 AM, said:

In hindsight of this post, your answers from your opening questions were already there in Paul's post. :| The rest is kind of speculation and/or Opinion at this point.


Yes, fair enough. I suppose it is speculation until we see it, but I am also trying to foster some intelligent discourse on the subject outside of the pay-to-win shenanigans. ^_^ And questions of speculation has never hindered discussion before!

#17 CompproB237

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Posted 05 March 2013 - 03:24 AM

To be honest, I can't really say. I'd probably sacrifice one module so that I'd have the 20% on stand-by JUST IN CASE. I'd probably only use it when I'm in 8-man drops and it would really depend on the cost.

#18 deadeye mcduck

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Posted 05 March 2013 - 03:26 AM

I for one will not be using coolant pods, as I can manage my heat effectively. I expcect the coolant pods to make ppl think they dont need to manage heat and thus shut down more frequently.

#19 Johnny Morgan

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Posted 05 March 2013 - 03:30 AM

View PostCompproB237, on 05 March 2013 - 03:24 AM, said:

To be honest, I can't really say. I'd probably sacrifice one module so that I'd have the 20% on stand-by JUST IN CASE. I'd probably only use it when I'm in 8-man drops and it would really depend on the cost.

This!

Its only potentially decisive in competitive play, casual players won't even notice for the most part.

#20 AndyHill

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Posted 05 March 2013 - 03:49 AM

Coolant flush causes a part of your coolant liquid to spill out from a series of valves. This causes a sudden drop in cooling efficiency and no drop in heat, since you just lost valuable and useful cooling fluids while the temperature of the remaining fluid is unaffected.





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