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Verdict On Coolant Flush - "necessary To Compete?"


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Poll: Is Coolant Flush necessary to be competitive? (233 member(s) have cast votes)

Is Coolant Flush necessary to be competitive?

  1. Yes (42 votes [18.03%])

    Percentage of vote: 18.03%

  2. No (140 votes [60.09%])

    Percentage of vote: 60.09%

  3. Yes - but only on certain mechs (30 votes [12.88%])

    Percentage of vote: 12.88%

  4. Checkbox (21 votes [9.01%])

    Percentage of vote: 9.01%

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#61 Pater Mors

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Posted 21 March 2013 - 02:07 PM

Haven't put it on my Mech. Played about 15 games last night. Consistently scored above 400 dmg + 1 kill and 4/5 assists per match without issue. My sample size is obviously pretty small but it didn't seem to have any impact in any of the games I played.

#62 Garth Erlam

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Posted 21 March 2013 - 02:11 PM

Yes to be clear, you're not even knocking off the heat of a 2x ERPPC alpha, so I mean if you were JUST overheating on an alpha, it'd help. But honestly, this is a really unlikely scenario, and pales in comparrison to, say, extra sensory range, or sensory decay. I actually see it as useful for pub matches, when you want to just wade into an enemy team and get that extra shot off - though again, it's not even that much of a heat reduction.

We'll see how people use it though.

#63 Stingz

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Posted 21 March 2013 - 02:15 PM

Overheating in a light means death, overheating in anything usually means death.

I'll take Coolant Flush since I'm still waiting for mechs (Blackjack, Orion, MASC Flea). Master Module slot is useful, take whatever +Coolant.

Edited by Stingz, 21 March 2013 - 02:18 PM.


#64 Commander Kobold

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Posted 21 March 2013 - 02:15 PM

View PostJules Gonzales, on 21 March 2013 - 11:36 AM, said:

People who voted no [REDACTED] don't want their p2w removed.


people who voted no have actually used to thing and realise how useless it is XD

Edited by Helmer, 21 March 2013 - 02:51 PM.
Thread clean up.


#65 Und3rSc0re

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Posted 21 March 2013 - 02:16 PM

View PostGarth Erlam, on 21 March 2013 - 02:04 PM, said:

I run a heat heavy Mech, and I stopped using it. It was ok for an extra half-alpha, but I'd rather have something that works the entire match.


10% boost to heat dissipation module confirmed.

#66 Zeus X

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Posted 21 March 2013 - 02:16 PM

View Post5th Fedcom Rat, on 21 March 2013 - 01:41 PM, said:


Most 3D jump snipers have heat problems during sustained brawls. You don't always get to do the poptart thing behind cover if your team gets swarmed by Centurion As or Splatcats. Cool shot might give that extra alpha you need to headshot the mech charging you before it can get in the SRM volley that finishes you off.


Sorry I have to disagree here, if you are brawling in a sniper mech, your team has failed you.

#67 El Death Smurf

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Posted 21 March 2013 - 02:17 PM

seriously. if you have 15+ heatsinks ( and if you have a mech that would ever NEED this) just wait a few seconds... same effect...
i could see it being a smart choice on a few light harassers to extend engagements with their ERPPC or Medium lasers, or on mechs with less than 15 heatsinks on a hot map... in a few instances it would make the difference between life and shuting down/death, when whoever shoots one another next would win, but by then, i bet you already used the toilet pod.

Edited by El Death Smurf, 21 March 2013 - 02:19 PM.


#68 Shumabot

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Posted 21 March 2013 - 02:24 PM

View PostGarth Erlam, on 21 March 2013 - 02:11 PM, said:

Yes to be clear, you're not even knocking off the heat of a 2x ERPPC alpha, so I mean if you were JUST overheating on an alpha, it'd help. But honestly, this is a really unlikely scenario, and pales in comparrison to, say, extra sensory range, or sensory decay. I actually see it as useful for pub matches, when you want to just wade into an enemy team and get that extra shot off - though again, it's not even that much of a heat reduction.

We'll see how people use it though.



Just to be clear, you can't count. 18+6=24 and 2 ER PPCs is 22 heat.

#69 Jetfire

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Posted 21 March 2013 - 02:24 PM

It is more an Overide button that is just a little better that you can push 1-2x. Not even close to mandatory.

#70 Shumabot

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Posted 21 March 2013 - 02:26 PM

View PostEl Death Smurf, on 21 March 2013 - 02:17 PM, said:

seriously. if you have 15+ heatsinks ( and if you have a mech that would ever NEED this) just wait a few seconds... same effect...
i could see it being a smart choice on a few light harassers to extend engagements with their ERPPC or Medium lasers, or on mechs with less than 15 heatsinks on a hot map... in a few instances it would make the difference between life and shuting down/death, when whoever shoots one another next would win, but by then, i bet you already used the toilet pod.


Every mech every player ever plays should have 20 heat sinks minimum due to the fact that in engine double heat sinks count as 200% performance. It takes ~28 standard heat sinks to equal the efficacy of doubles per critical slot and at that point you're wasting 14 tons for a mech build that is going to be absolutely useless.

#71 JimSuperBleeder

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Posted 21 March 2013 - 02:38 PM

I put it on one of my mechs; forgot which one though... I'll have a verdict when I find it.

#72 M4rtyr

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Posted 21 March 2013 - 02:38 PM

View PostGarth Erlam, on 21 March 2013 - 02:11 PM, said:

Yes to be clear, you're not even knocking off the heat of a 2x ERPPC alpha, so I mean if you were JUST overheating on an alpha, it'd help. But honestly, this is a really unlikely scenario, and pales in comparrison to, say, extra sensory range, or sensory decay. I actually see it as useful for pub matches, when you want to just wade into an enemy team and get that extra shot off - though again, it's not even that much of a heat reduction.

We'll see how people use it though.


We shall see indeed, but sensor range is a joke, target decay is great for streaks and LRM's which are hard countered by ECM.

The thing with the flush is that it gives a little bit of a buffer early to getfirst couple enemy mechs down. So So a team alphas, flushes and alphas again, in cordinated that should be enough to drop 2 enemy mechs with ease. Once you have a numbers advantage the weaker team usually hits there damage threasholds first and hence lose out.

Obviously this is just an assumption but I beleive its quite possible with competitive play. To think of the flush as an 'oh ****' panic button is the reverse of how competitive players will look at it.

#73 Shumabot

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Posted 21 March 2013 - 02:42 PM

View PostM4rtyr, on 21 March 2013 - 02:38 PM, said:


We shall see indeed, but sensor range is a joke, target decay is great for streaks and LRM's which are hard countered by ECM.

The thing with the flush is that it gives a little bit of a buffer early to getfirst couple enemy mechs down. So So a team alphas, flushes and alphas again, in cordinated that should be enough to drop 2 enemy mechs with ease. Once you have a numbers advantage the weaker team usually hits there damage threasholds first and hence lose out.

Obviously this is just an assumption but I beleive its quite possible with competitive play. To think of the flush as an 'oh ****' panic button is the reverse of how competitive players will look at it.



One double flush is enough to fire 6 SRM6's, 90 damage, for free. What uses SRMs? Oh, right, every competitive mech in the game. Coolant flush is an offensive tool for skilled players, it's not a fallback for the unskilled. They wouldn't even notice the difference or remember to use it anyway.

#74 Lord Ikka

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Posted 21 March 2013 - 02:46 PM

I have them on my ppc builds, but keep forgeting to use them, so I don't think they are necessary.

#75 Shumabot

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Posted 21 March 2013 - 02:53 PM

View PostLord Ikka, on 21 March 2013 - 02:46 PM, said:

I have them on my ppc builds, but keep forgeting to use them, so I don't think they are necessary.


That just implies you aren't playing at a competitive level. That's like saying blocking in street fighter isn't needed since you don't do it.

#76 Bilbo

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Posted 21 March 2013 - 02:57 PM

View PostShumabot, on 21 March 2013 - 02:53 PM, said:

That just implies you aren't playing at a competitive level. That's like saying blocking in street fighter isn't needed since you don't do it.

It might also imply that he hits what he shoots at and doesn't need to spam the alpha strike button.

#77 Shumabot

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Posted 21 March 2013 - 02:58 PM

View PostBilbo, on 21 March 2013 - 02:57 PM, said:

It might also imply that he hits what he shoots at and doesn't need to spam the alpha strike button.


No, it doesn't. It doesn't at all. That's awful logic. If he hits what he's shooting at he can just hit it 24 heat more with coolant.

Coolant has nothing to do with missing bilbo, stop trolling these threads with awful logic. Seriously, what is your problem? Does blind fanboyism make you totally unable to trade in basic reasoning?

Edited by Shumabot, 21 March 2013 - 02:59 PM.


#78 Infernus1986

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Posted 21 March 2013 - 03:50 PM

how many threads do we need about the same thing :ph34r:
There is already a sticky for consumables discussion
http://mwomercs.com/...ds-on-feedback/

Edited by Infernus1986, 21 March 2013 - 03:53 PM.


#79 Zeus X

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Posted 21 March 2013 - 03:54 PM

View PostInfernus1986, on 21 March 2013 - 03:50 PM, said:

how many threads do we need about the same thing :lol:
There is already a sticky for consumables discussion
http://mwomercs.com/...ds-on-feedback/


This one has a poll :ph34r:

#80 Carnivoris

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Posted 21 March 2013 - 04:03 PM

I'd say it's more a crutch for bad players/players with insanely hot builds. I've used the 6 and the 9 once each... just to use them... and it really didn't make much difference. It'll make the 6 PPC stalker *slightly* less stupid, but only if the user remembers to use his coolant flush at the right time. It'll let an Atlas get out an extra alpha... but... that's a really situational thing.





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