

Jumpjet Heat - Bugged?
Started by SmurfOff, Aug 09 2013 06:23 AM
9 replies to this topic
#1
Posted 09 August 2013 - 06:23 AM
Playing on Terra Therma, in a spider 5V. 12 jumpjets / 240 xl / 10 double heats / 1 LPL.
Fire the jumpjets, and heat hits 34% instantly... Fire the LPL, and it only generates 10-12%.
WTF? you telling me that JJ's generate more heat than a LPL?
Fire the jumpjets, and heat hits 34% instantly... Fire the LPL, and it only generates 10-12%.
WTF? you telling me that JJ's generate more heat than a LPL?
#2
Posted 09 August 2013 - 06:50 AM
Yes, when there's 12 of them, assuming they are using TT amounts of heat for JJs.
#4
Posted 09 August 2013 - 07:00 AM
SmurfOff, on 09 August 2013 - 06:23 AM, said:
Playing on Terra Therma, in a spider 5V. 12 jumpjets / 240 xl / 10 double heats / 1 LPL.
Fire the jumpjets, and heat hits 34% instantly... Fire the LPL, and it only generates 10-12%.
WTF? you telling me that JJ's generate more heat than a LPL?
Fire the jumpjets, and heat hits 34% instantly... Fire the LPL, and it only generates 10-12%.
WTF? you telling me that JJ's generate more heat than a LPL?
We can't have people boating JJ's, it would be too exploitable. So, currently, there's a 17% heat penalty for every .76 JJ beyond π.
#5
Posted 09 August 2013 - 09:45 AM
Sorry, guess my old man cranky kicked in... sure, JJ's should build up heat, but I should also be able to move during the jump...
I forgot the MWO != Battletech.
Sorry for the momentary lapse of reason.
I forgot the MWO != Battletech.
Sorry for the momentary lapse of reason.
#6
Posted 09 August 2013 - 10:47 AM
Nope, Just played it and verified. Tap space == 100% heat build up on jump jets. It should be at least gradient, take 3 pts on initial fire, than +1 pt / hex past 3. So if I hold the JJ's down, firing "all 12", I should gain 12 pts of heat. Then take out my 11 heatsinks, leaving me with 1 pt of excess to vent off...
but instead I get 25-34% heat, dissipated at snails pace by 11 double heat sinks.
Frustrating to think after a year in "open beta" we are still having problems with the "fundamentals." Heat/Movement are core game functions, and we are still not in a playable state.
but instead I get 25-34% heat, dissipated at snails pace by 11 double heat sinks.
Frustrating to think after a year in "open beta" we are still having problems with the "fundamentals." Heat/Movement are core game functions, and we are still not in a playable state.
#7
Posted 09 August 2013 - 10:55 AM
Sephlock, on 09 August 2013 - 06:54 AM, said:
Then we should be able to use them like Joanna did.
+10 Battletech nerd points to anyone who gets that reference.
+10 Battletech nerd points to anyone who gets that reference.
Wasn't that that guy who had a big thing about some whale or something? Please send my +10 Battletech nerd points to:

#8
Posted 09 August 2013 - 11:07 AM
SmurfOff, on 09 August 2013 - 10:47 AM, said:
Nope, Just played it and verified. Tap space == 100% heat build up on jump jets. It should be at least gradient, take 3 pts on initial fire, than +1 pt / hex past 3. So if I hold the JJ's down, firing "all 12", I should gain 12 pts of heat. Then take out my 11 heatsinks, leaving me with 1 pt of excess to vent off...
but instead I get 25-34% heat, dissipated at snails pace by 11 double heat sinks.
Frustrating to think after a year in "open beta" we are still having problems with the "fundamentals." Heat/Movement are core game functions, and we are still not in a playable state.
but instead I get 25-34% heat, dissipated at snails pace by 11 double heat sinks.
Frustrating to think after a year in "open beta" we are still having problems with the "fundamentals." Heat/Movement are core game functions, and we are still not in a playable state.
Erm... Well besides the fact that DHS are not double anything... It's either 1.4 or 1.2 depending on if you are running an internal engine DHS or a external to engine DHS and those rates are not 'per second per heatsink'.
Both jump jets and heatsinks are more than a bit wonky in MWO...
#10
Posted 09 August 2013 - 01:20 PM
Sephlock, on 09 August 2013 - 06:54 AM, said:
Then we should be able to use them like Joanna did.
+10 Battletech nerd points to anyone who gets that reference.
+10 Battletech nerd points to anyone who gets that reference.
but with flamer dmg so borked it'd be useless. and with the hitboxes like they are, the dmg would be applied to the CT more often than not.....if it registered.
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