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Short Question, Short Answer


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#5061 mailin

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Posted 20 January 2016 - 03:38 PM

It should in theory because your engine makes heat, whereas the heat sinks are non-mechanical. In otherwords, your heatsinks dissipate heat whether or not you're shut down. But honestly, I don't like shutting down even for a few seconds. Any advantage you might gain is lost due to the lack of situational awareness.

You're better off running behind cover and stiing with your back to a wall for a few seconds while fully powered up.

Edited by mailin, 20 January 2016 - 03:38 PM.


#5062 Tesunie

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Posted 20 January 2016 - 06:09 PM

View Postmailin, on 20 January 2016 - 03:38 PM, said:

It should in theory because your engine makes heat, whereas the heat sinks are non-mechanical. In otherwords, your heatsinks dissipate heat whether or not you're shut down. But honestly, I don't like shutting down even for a few seconds. Any advantage you might gain is lost due to the lack of situational awareness.

You're better off running behind cover and stiing with your back to a wall for a few seconds while fully powered up.



Actually, Via BT lore, the reactor is "always running", but the items drawing power (and creating heat) are shut down when you power your mech down. So, by lore you should cool faster when powered down (but you don't in TT, as an FYI).

In game? I don't think you do, but even if you did, it is usually better to stay on the move, unless you are in overheat (and overrode the shut down). Then, you should shut down to protect your mech's internal health.

#5063 no one

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Posted 20 January 2016 - 08:39 PM

View PostDave Korhal, on 20 January 2016 - 03:34 PM, said:

Does your Mech's heat cooldown faster if your Mech is powered down?

I don't believe so. You DO cool off faster if you aren't moving though. Walking and running generate a bit of heat over time.

#5064 Timicon

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Posted 21 January 2016 - 12:46 AM

I know this would have been already asked in the past, but is there any way that players are able to change their member name in the game to something else? If not, I think there should be a feature that allows us to do that, because while it is fun to choose a username when you sign up, but after you have been playing for so long under the same name, it kind of gets boring to keep using it and would be nice to be able to rename yourself.

#5065 Raubwurst

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Posted 21 January 2016 - 12:54 AM

Yes there is:
https://mwomercs.com/profile/name

See patch notes of january 19th for additional information:
Spoiler


#5066 Rogue Jedi

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Posted 21 January 2016 - 01:55 AM

View PostLeif Tanner, on 21 January 2016 - 12:46 AM, said:

is there any way that players are able to change their member name in the game to something else? If not, I think there should be a feature that allows us to do that, because while it is fun to choose a username when you sign up, but after you have been playing for so long under the same name, it kind of gets boring to keep using it and would be nice to be able to rename yourself.

as Raubwurst said it has literally just been added this most recent patch, the first name change is free but after that there is a charge involved (unfortunately I do not know how much it costs)

Edited by Rogue Jedi, 21 January 2016 - 01:56 AM.


#5067 Raubwurst

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Posted 21 January 2016 - 02:07 AM

(The costs for name changes, after the first one for free, is 4,500MC)

Edited by Raubwurst, 21 January 2016 - 02:08 AM.


#5068 Audacious Aubergine

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Posted 21 January 2016 - 05:05 AM

Do cooldown modules work on the base cooldown rate of a weapon, or the rate after calculating quirks?
Using an AC10 on a CDA-3C as an example to make this a long question, 2.5s is the base cooldown, reduced to 1.9s after quirks. A max level cooldown module is another 12% reduction - would it be 12% of the base 2.5s or the quirk-result 1.9s?

#5069 cleghorn6

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Posted 21 January 2016 - 06:00 AM

They've calculated it both ways in the past so it's difficult to tell. You should be able to test it easily enough in the Testing Grounds if you construct an experiment.

Report back with your results! :)

#5070 Raubwurst

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Posted 21 January 2016 - 06:04 AM

Well A ) first quirk percentage and then modul percentage or B ) first modul percentage and then quirk percentage is no difference.
Regardless of the order: you get 12% less of 1.9s.

#5071 cleghorn6

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Posted 21 January 2016 - 06:18 AM

Or is it Energy Cooldown quirk (30%) plus module reduction (12%) so 42% off normal cooldown. Which is different.

We have seen PGI calculate bonuses in this way before.

This needs science!

#5072 Tesunie

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Posted 21 January 2016 - 06:47 AM

View PostFreebirthToad18999, on 21 January 2016 - 05:05 AM, said:

Do cooldown modules work on the base cooldown rate of a weapon, or the rate after calculating quirks?
Using an AC10 on a CDA-3C as an example to make this a long question, 2.5s is the base cooldown, reduced to 1.9s after quirks. A max level cooldown module is another 12% reduction - would it be 12% of the base 2.5s or the quirk-result 1.9s?


I think it's "Add the percentages together as a total percentage, then take that combined percentage off".

Example: If you had 10% cooldown, then added in a 12% cool down module, that would be a combined 22% cool down for that weapon, making (for example) a 2.5 second cool down from 2.25 cool down from quirks alone to 1.95 seconds of cooldown with the cooldown module added in. (Of course, I could be wrong, and as Cleghorn said, you can confirm via testing grounds, or even Smurfy typically has a database for these things.)

#5073 Digital_Angel

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Posted 21 January 2016 - 08:28 AM

View Postno one, on 20 January 2016 - 08:39 PM, said:

I don't believe so. You DO cool off faster if you aren't moving though. Walking and running generate a bit of heat over time.

It sure seems from my experience that you cool down slightly faster in game powered down (from overheat or not) than even powered up and remaining motionless.

I have tested it in some of my hotter builds when dropped into Terra or Caustic before and while it is rarely worth it (other than the difference in heat damage during shutdown vs. override), it does cool you down faster from my experience.

Edited by LadyDanams, 21 January 2016 - 08:29 AM.


#5074 no one

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Posted 21 January 2016 - 09:42 AM

View PostLadyDanams, on 21 January 2016 - 08:28 AM, said:

I have tested it in some of my hotter builds when dropped into Terra or Caustic before and while it is rarely worth it (other than the difference in heat damage during shutdown vs. override), it does cool you down faster from my experience.


Hm. That shouldn't be the case unless being shut down is preventing environmental heating/cooling effects. If that's the case it would actually be worse to shut down on colder maps. Worth an experiment or two.

#5075 Timicon

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Posted 21 January 2016 - 01:32 PM

View PostRaubwurst, on 21 January 2016 - 12:54 AM, said:

Yes there is:
https://mwomercs.com/profile/name

See patch notes of january 19th for additional information:
Spoiler



Thanks a lot. :-)

#5076 The Duke of Dirty

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Posted 21 January 2016 - 03:17 PM

How are the quick match teams divided up? Does it try to make the tonnage equal on each side?

#5077 Raubwurst

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Posted 21 January 2016 - 03:28 PM

Yes it is tried to match both teams to 3/3/3/3 (3 'Mechs of every tonnage class) and to match up the PSR (Pilot Skill Rating) of both groups.
The former is likely to fail (most people use heavys now a days and less Assaults and Lights. The PSR equality is given in about 90% of all matches.

EDIT: WRONG! 3/3/3/3 isn't used anymore, but it is indeed tried to match by tonnage (see Rogue Jedi's post on the next side)

Edited by Raubwurst, 22 January 2016 - 02:25 AM.


#5078 Iamacup

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Posted 21 January 2016 - 09:12 PM

I just unlocked the master mech module on my KGC (a little completionist), I still only have six (total) slots for the various modules. How do I access the extra mech module slot? I have double (and triple) checked I am looking on the correct variant. All three of my Crabs have a total of six slots.

#5079 Tesunie

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Posted 21 January 2016 - 09:26 PM

View PostIamacup, on 21 January 2016 - 09:12 PM, said:

I just unlocked the master mech module on my KGC (a little completionist), I still only have six (total) slots for the various modules. How do I access the extra mech module slot? I have double (and triple) checked I am looking on the correct variant. All three of my Crabs have a total of six slots.


If you have modules, you should see the "sixth slot", as it is always there. However it was locked before, now it is unlocked and usable.

#5080 Rogue Jedi

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Posted 21 January 2016 - 11:46 PM

View PostIamacup, on 21 January 2016 - 09:12 PM, said:

I just unlocked the master mech module on my KGC (a little completionist), I still only have six (total) slots for the various modules. How do I access the extra mech module slot? I have double (and triple) checked I am looking on the correct variant. All three of my Crabs have a total of six slots.

it is the Mech/Weapon module slot, it is always there but on a Mech which you have not completed Master is will say "locked"





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