This is not a rant and not much of a complaint/suggestion, but rather it turned out that the heat meter behaves objectively not in a consistent way, regarding grouped weapon fire, heat build-up and precision.
Test setup
AS7-RS, 4 ERPPCs, STD325 engine, 11 external DHS, mastered (2x elite heat efficiencies).In all tests conducted my 'Mech was standing still if not explicitly mentioned otherwise.
The high heat readings were done using the highest displayed heat before dissipation, several tests were conducted to get a solid approximation of this maximum. The testing ground results show that this method is ok.
On testing grounds
(where efficiencies don't work)Dropped on Frozen City. First alpha: 57 % heat, second alpha: shutdown. An ERPPC currently produces 11 heat, therefore this test suggests the heat threshold is (w/o elite skills) at about 77.
Read on why this test was crap.
Then I stripped all external heat sinks and dropped again.
Dropped on Caustic. Two (2 only) ERPPCs raised heat from 6% to 49%.
I already guessed there might be issues with the environmental temperature, therefore I dropped again. Little did I know...
Dropped on Alpine. First 2 ERPPC salvo raised heat from 0% to 33%. That didn't match with the numbers from Caustic, so I waited for the heat to return to 0 % and the moment it hit 0% I fired again (2 ERPPCs). Heat went up to 43%. (Several tests show the same number.)
Then let the heat return to 0% and wait some longer. Two ERPPCs now raise the heat to 33%, which suggests there is a NEGATIVE HEAT % that is not displayed.
Redid the test with 11 external heat sinks, same methodology as above.
Result is: 33% heat increase from 2 ERPPCs.
Absolute heat threshold
This suggests a heat threshold of 51 w/o external DHS, and 67 w/ 11 external DHS. With these two data points and assuming a constant increase of the heat threshold for every external DHS added, this suggests an increase of the heat threshold of 1.45 per external DHS. The absolute heat threshold w/o external heat sinks matches the formula 30 basic + 10 internal * 2.0 within a slight error margin.Online matches
In online matches, the heat indicator seems to be highly inaccurate. I have mastered the AS7-RS, therefore I have the elite heat efficiencies.Dropped on Canyon.
When firing 2 ERPPCs, the heat goes from 0 % (with the methodology described above) to something between 20 % and 24 %, sometimes spiking to 28 % or higher for a fraction of a second. Similar things happen when starting to walk, where the heat is at 2 % from walking.
All 4 ERPPCs raise the heat from 2 % to something between 52 % and 54 %, sometimes only 50 %, sometimes with a 1 second buildup of 2-4 % after the heat has already been increased by the shots. In every case, the dissipation doesn't start immediately but with a 1-2 s delay, unlike on testing grounds. My ping is about 120-130 average.
This suggests a heat threshold between 92-110 (2 ERPPC tests) or 81-85 (4 ERPPC tests). As I can definitely NOT fire two salvos of 4 ERPPCs, the threshold must be lower than 88.
I removed external heat sinks, swapped out the STD325 for a STD300 and put in a gauss with 3 tons of ammo -- lol MORE CHEESE.
Dropped on Frozen City, same methodology.
2 ERPPCs: 0 % -> 31 % heat
4 ERPPCs: 0 % -> 64 % heat
(with the same weird effects like spiking and heat buildup)
This suggests a heat threshold of something between 71 and 69.
Absolute heat threshold
If we assume that the 2-ERPPC-tests w/ 11 external DHS are somehow buggy, and use an average of about 83 for this case, subtract a heat threshold of 70 for 10 internal DHS, we end up with 1.18 per external DHS.If we assume that the 4-ERPPC-tests w/ 11 external DHS are somehow buggy, and use an average of about 100 for this case, subtract a heat threshold of 70 for 10 internal DHS, we end up with 2.72 per external DHS.
Let's use the formula (30 basic + 10 internal * 2.0 + 11 external * 1.4) * 1.2 elite efficiency then we end up with a heat threshold of 60 (no external DHS) or 78 (11 external DHS), respectively. In this formula an external DHS increases the threshold by 1.68 (= 1.4*1.2).
Conclusion
My ping might be an issue that could explain heat spikes of a fraction of a second (although the client could know that I have unlocked efficiencies, this still is a server-authoritative game) but not the 1-2 s heat buildup / delayed dissipation.The other thing that stands out is the discrepancy between the 2-ERPPC and the 4-ERPPC tests with external DHS. It might be the case that the heat is higher than displayed, and the delayed dissipation compensates that (during the delay the heat would drop to the displayed value).
No matter what the reason is for these effects, the % heat display is confusing; it also is inconsistent: it IS inconsistent between online and testing grounds, it is inconsistent between shots in online matches, it might be inconsistent regarding the 2/4 ERPPC tests.
As there seem to be negative heat percentages, the heat display is utterly useless for low heat on cold maps. I suppose 0% means that the 'Mech's temperature is lower than some fixed temperature (say 0°C) that can be higher than the environmental temperature.
A more useful 0% value would be the environmental temperature itself, as this immediately removes the negative value problem. On hot maps, it wouldn't be obvious from this display that the temperature is high, but the indicator would be more focused to what is done by the 'Mech and what is under the pilot's control. Disadvantage: Increases (e.g. firing a weapon) and decreases (e.g. dissipation, cool shot) have different magnitudes on different maps (different temperature).
Another possibility is to display a temperature-based value, this would have the advantage that increases and decreases should have the same magnitude on all maps. The problem is of course the 0 value; but one could simply add negative values (possibly w/o bar) like in the Celsius scale (as opposed to the Kelvin scale).
Call for support from other players
Please try it yourself and post your observations including your ping. It would be nice to have some videos as well; my FPS is utterly low and screen capturing doesn't produce useful results in online matches (it's like a slide show and cannot display any spikes).I'd appreciate any further information or observation.
Edited by Phaesphoros, 01 July 2013 - 06:10 PM.