Short Question, Short Answer
#741
Posted 12 January 2014 - 11:13 PM
#742
Posted 13 January 2014 - 03:28 PM
TheCaptainJZ, on 12 January 2014 - 11:13 PM, said:
Never heard of this, but I believe the cap accel. only works with your mechs contribution. Me (cap accell) and two buddies, is quick, but me and two buddies (3 cap accels) is really fast.
Plus on some maps, like Frozen city, where you almost the whole team on a cap point it seems like it caps almost instantly....
#743
Posted 13 January 2014 - 04:53 PM
Edited by Chocolater, 16 January 2014 - 12:56 PM.
#744
Posted 13 January 2014 - 05:06 PM
Chocolater, on 13 January 2014 - 04:53 PM, said:
Jettisoned Communication under Off-Topic AFAICT. No idea where the name came from.
#746
Posted 13 January 2014 - 05:29 PM
Chocolater, on 13 January 2014 - 04:53 PM, said:
Kaetetôã a planet from one of the novels: Far Country.
Only world on record to have sentient aliens.
Also a subsection of the Jettisoned Communications portion of the forum.
Edited by Shar Wolf, 13 January 2014 - 05:29 PM.
#747
Posted 14 January 2014 - 02:58 PM
The question is: Does every mech has the same standard amount of heat points it can hold before it shuts down or is that amount different? Is there a known number of heat points before a mech overheats?
Thanks in advance.
Edit: Thanks for the answers. It is clear now.
Edited by VaultTecIng, 15 January 2014 - 03:33 PM.
#748
Posted 14 January 2014 - 03:43 PM
VaultTecIng, on 14 January 2014 - 02:58 PM, said:
The question is: Does every mech has the same standard amount of heat points it can hold before it shuts down or is that amount different? Is there a known number of heat points before a mech overheats?
Thanks in advance.
We have Heat Dissipation and Heat Capacity. With 10 SHS, we start with 1 heat dissipated a second and 40 capacity.
10 DHS, takes us to 2 heat dissipated a second, and 50 capacity.
Cool Run boosts Dissipation, Heat Containment boosts Capacity. So you can use the Weapon Lab from Smurphy's to check that out.
And I can go into more detail if you need.
Edit: Doh! Fixing typo.
Edited by Praetor Shepard, 14 January 2014 - 07:33 PM.
#749
Posted 14 January 2014 - 06:34 PM
A quick run down on how heat capacity/dissipation works:
Each mech has a base heat capacity of 30 points. Each single heatsink adds 1 point to that capacity, each DHS adds 2 or 1.4 points depending on whether it's an engine heatsink or not (more on that in a second). Each mech has 0 heat dissipation per second as a base and 0.10 per second for each single heatsink or 2.0 or 1.4 for each double heatsink.
Each engine rated 250 and up has 10 free hidden heatsinks in it included as part of the engine weight. For every 25 points below 250 you need to add a heatsink outside the engine to reach the minimum of 10 required.
Double heatsinks are worth 2.0 extra heat capacity and 0.20 extra heat dissipation if they're 'hidden engine heatsinks' and 1.4 extra heat capacity and 0.14 extra heat dissipation if outside the engine or in the free 'no slots' space added every 25 points on engines over 250 rating.
So formula for a 250 rated engine with 15 heatsinks (including the ten in-engine):
Single Heatsinks-
Heat Cap: 30 base + 15 = 45 (+10% with Heat containment, or +20% once all elite skills unlocked)
Cooling rate: 0.10*15 = 1.5 (+7.5% with Cool Run, or +15% once all elite skills unlocked)
Double Heatsinks-
Heat Cap: 30 base + 20 in engine + 5*1.4 out of engine = 57 (+10% with Heat containment, or +20% once all elite skills unlocked)
Cooling rate: 0.20*10 + 0.14*5 = 2.7 (+7.5% with Cool Run, or +15% once all elite skills unlocked)
A really useful source for testing builds and getting to understand the heat scale/ghost heat is Weapon Heat Simulator.
#750
Posted 15 January 2014 - 04:59 AM
TheCaptainJZ, on 12 January 2014 - 09:16 AM, said:
Most maps have places where it's possible that the Mech that launches the UAV is in a lower position, for example when you are in the river in River City. Mechs that are higher (on an obstacle/platform or simply by using jump jets) can be closer to the UAV, because the height of the UAV is determined where you launched it. So it'a always recommended to be as high as possible when launching the UAV (I'm talking about your position, not your condition
Terciel1976, on 12 January 2014 - 02:10 PM, said:
Note that "single use" means "single apply". You will keep that pattern on that mech as long as you don't change it manually. It does NOT disappear after one battle.
Due to the price difference, the turning point is 10. If you tinker around with your mechs alot and might want to change the pattern very often (more than 10 times), then the full price is better for you. Otherwise I strongly recommend the single use patterns. It's just another trap that probably everyone has fallen into at the beginning.
Edited by Denolven, 15 January 2014 - 05:00 AM.
#751
Posted 17 January 2014 - 12:09 AM
But on smurfy, their projectile speed is 100. All lasers don't have speeds (other than PPC & flamers, but they're energy weapons, not lasers..).
So, what gives? I frankly haven't used MGs much, except on this fun 3xMG 3xStreaks SHD build, but otherwise, didn't get to experiment enough on mechs running perpendicular from me...
#752
Posted 17 January 2014 - 12:19 AM
#753
Posted 17 January 2014 - 09:52 AM
somenothing, on 17 January 2014 - 12:09 AM, said:
But on smurfy, their projectile speed is 100. All lasers don't have speeds (other than PPC & flamers, but they're energy weapons, not lasers..).
So, what gives? I frankly haven't used MGs much, except on this fun 3xMG 3xStreaks SHD build, but otherwise, didn't get to experiment enough on mechs running perpendicular from me...
I've never lead MGs and had good results with them, for what it's worth. Also, Smurphy most likely is just using that as a placeholder since they are Ballistic weapons and thus have a speed. I am guessing it's how they set up the DB, ie Projectile Speed is required for Ballistic weapons.
#754
Posted 17 January 2014 - 07:39 PM
Nick Makiaveli, on 17 January 2014 - 09:52 AM, said:
I've never lead MGs and had good results with them, for what it's worth. Also, Smurphy most likely is just using that as a placeholder since they are Ballistic weapons and thus have a speed. I am guessing it's how they set up the DB, ie Projectile Speed is required for Ballistic weapons.
TheCaptainJZ, on 17 January 2014 - 12:19 AM, said:
somenothing, on 17 January 2014 - 12:09 AM, said:
But on smurfy, their projectile speed is 100. All lasers don't have speeds (other than PPC & flamers, but they're energy weapons, not lasers..).
So, what gives? I frankly haven't used MGs much, except on this fun 3xMG 3xStreaks SHD build, but otherwise, didn't get to experiment enough on mechs running perpendicular from me...
IMHO since MGs max out at 120m, their speed is pretty irrelevant. Even if it truly is 100m/s, I don't think that it'll make a difference because of the following reasons:
Fighting fast mechs: If you're machinegunning a fast (and small) mech, you're gonna be spraying and praying. I don't care how good your internet is or how good of a pilot you are, if you're chasing a spider in any size mech, large or small, you're gonna just be sweeping in his general direction. Heavy mechs can't turn as fast so they have to spray to try to hit them and light mechs tend to bounce when moving so it's harder to aim anyways.
Fighting heavy mechs: Machinegunning a larger and slower target is easy peazy. Just aim in his general direction and most of your shots are bound to hit. You're so close to him and he's such a large target that it really won't make a difference how fast the bullets travel.
Also, why're you using a machine gun at all? Sure's hell isn't worth beans for shaving armor. Crits, maybe but you have to remove the armor to be able to crit in the first place. I just play with 4 ML+ac/20 or 4SRM-6+2ML (jager S/A) and once the armor's gone, two alphas and that part is gone.
#755
Posted 17 January 2014 - 10:57 PM
Tylerchu, on 17 January 2014 - 07:39 PM, said:
No maybe about it. Have you read the MGs special rules for crits? If not, worth a read.
Second, sometimes you have a few tons left over and some ballistic slots, so why not? Heat isn't an option, and since they are hitscan, you can get crits off their stripped arm while working their CT for the kill.
Lastly, nothing sweeter than someone whining about how you killed them with a MG!
#756
Posted 18 January 2014 - 01:40 PM
"FRead did not read expected number of byte from file, only 128 of 0 bytes read"
When i want to enter a battle, i got CTD with this message below.
Found this thread but its closed.
http://mwomercs.com/...in-fread-error/
Already got the MWO repair tool, first it downloaded several pak datas, then it was finished now i did restart it again and now its again downloading the same datats. What should i do?
#757
Posted 18 January 2014 - 04:17 PM
#758
Posted 18 January 2014 - 07:54 PM
That's... frustrating.
#759
Posted 18 January 2014 - 09:21 PM
Akerlof, on 18 January 2014 - 07:54 PM, said:
That's... frustrating.
I agree, that would be good, but there's no way right now.
However, support is good and there's a "one takeback of any screwup per account" thing. I don't know if you think this is worth that but it's an option.
#760
Posted 18 January 2014 - 09:44 PM
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