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Changes To Heat Values In 1.2.251


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#1 Easei

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Posted 30 October 2013 - 12:50 AM

After installing the patch today I hopped into my 733C and started playing, but it didn't feel right. My mech was getting hotter, much hotter. Just wondering if adding ghost heat to 2 large lasers was intended or a bug?

I'm getting the effective heat of 3.5 large lasers when fired in group, or 2.5 when chain fired .5 delay? Everything I've found says ghost heat shouldn't affect 2 large lasers, but it is?

Then I tested the AC20s and found that they're causing about 8-9 heat per shot instead of 6. AC10s and LBXs are also hotter than documented as well?

#2 Asmosis

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Posted 30 October 2013 - 05:15 AM

*edit*
oh goodie terra for LL test lols. results in a min.

ok yup broken.
1 LL -> 4% heat increase
2 LL -> 13% heat increase
3LL -> 27% heat increase
4LL -> 46% heat increase

chainfire is steady heat increase but looks like max alpha reduced to 1 for LL's.

UAC5's are fine

Edited by Asmosis, 30 October 2013 - 05:32 AM.


#3 NuclearPanda

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Posted 30 October 2013 - 05:27 AM

Very interesting....

#4 Asmosis

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Posted 30 October 2013 - 05:36 AM

ac20's seem fine. generating 10% heat per shot, ~40% on group fire which is approx. same as prepatch.

#5 KingOfLute

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Posted 30 October 2013 - 05:45 AM

I experience practical heat increase on LL too. I play Battlemaster with 4 LL (two pairs) and it was OK with heat till yesterday patch.

#6 Lacewing

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Posted 30 October 2013 - 05:56 AM

It's just hilarious. New patch solves a few old bugs and creates a few new bugs. Next patch solves...

#7 warp103

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Posted 30 October 2013 - 06:39 AM

have a stalker with 3 ll that before patch I could fire 12 shots{chainfire) before shut down now it down to 10. Way to go pgi make more bugs pls.

#8 oldradagast

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Posted 30 October 2013 - 08:25 AM

I thought something was wrong when my Victor-K was heating up fast just by firing a pair of large lasers yesterday. Good to know that it sounds like an actual bug.

#9 ArmageddonKnight

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Posted 30 October 2013 - 08:46 AM

"working as intended"

B)

#10 Scromboid

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Posted 30 October 2013 - 08:48 AM

The problem is that since no one can really figure out Ghost Heat, we cannot properly bug test and solve problems. Worst off, PGI has no idea how it works, either (AC/2s..... >.>)

It is like taxes in the States. Not even the IRS can figure it out...

#11 John MatriX82

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Posted 30 October 2013 - 09:41 AM

Confirmed also on ER LLs. River city:

single shot = 6% increase
dual shot = 19% heat increase -> chainfire dual lasers = 13% heat increase
triple shot = 37% heat increase

We have ghost penalty also for dual larges weeiiiiii xD. Ridiculous.

#12 NuclearPanda

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Posted 30 October 2013 - 09:52 AM

WTF guys..... I can only imagine how this is going to effect my 2xLPLs on my Awesome.

Ugh.

#13 FrDrake

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Posted 30 October 2013 - 10:17 AM

View PostJohn MatriX82, on 30 October 2013 - 09:41 AM, said:

Confirmed also on ER LLs. River city:

single shot = 6% increase
dual shot = 19% heat increase -> chainfire dual lasers = 13% heat increase
triple shot = 37% heat increase

We have ghost penalty also for dual larges weeiiiiii xD. Ridiculous.


You can't use chain fire as the deciding mechanism because for the whole 1/2 second you are waiting on chain fire to process the next laser the first one is cooling down.

None of the tests I've seen presented in this thread make sense to test the thing you are claiming.

#14 Deathlike

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Posted 30 October 2013 - 10:19 AM

This isn't affecting mediums yes?

To be clear, I wouldn't be surprised if the new "ghost heat" maths factor in duration...

Also, I hope you're not testing all of this in the Training Grounds.

Edited by Deathlike, 30 October 2013 - 10:19 AM.


#15 Easei

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Posted 30 October 2013 - 10:31 AM

I messed with mediums and I can't see any ghost heat with them.

As for the balistics I don't recall exactly how much heat they were generating before the patch, but even if its more than 6 why not change the information page on the loadout screen? Same with PPCs even if you only have one the heat numbers are way off from what it says it should be.

#16 oldradagast

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Posted 30 October 2013 - 10:38 AM

This needs to be hot-patched... Come on, folks... it's not that hard, and I shudder to think how things like this get changed randomly. Does somebody go in before each patch is released and change 1 number at random and then we get to find it? That would explain random increases in ghost heat, the sudden appearance of NARC tubes on the Dragon (at least they fixed that in 2 weeks) and the Highlander (took them at least 2 months to fix that one) and so on.

Hot fix this, please!!

#17 John MatriX82

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Posted 30 October 2013 - 11:38 AM

View PostFrDrake, on 30 October 2013 - 10:17 AM, said:


You can't use chain fire as the deciding mechanism because for the whole 1/2 second you are waiting on chain fire to process the next laser the first one is cooling down.

None of the tests I've seen presented in this thread make sense to test the thing you are claiming.


You know what? You found the problem. Firing 6 medium lasers altogether (no heat penalty) in my hunch produced 35% heat, firing them in chainfire barely allowed the heat to get to 8% at the end of the cycle fire of the 6th ML.

Do that with any random number of large or er-large lasers and see that the heat keeps building up like there's no cooldown time from the heatsinks.. and if you shoot more than 1 there's even more heat B)

Edited by John MatriX82, 30 October 2013 - 11:49 AM.


#18 Serpentbane

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Posted 30 October 2013 - 12:28 PM

As if the AWS-8q was not useless enough allready...

#19 Ramla

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Posted 30 October 2013 - 01:48 PM

I cannot see what your problem is, other than you don't understand your test methods. I got four large lasers in my AS7-RS that I just tested on training grounds. It takes the same amount of time to cool down from shooting four lasers in any combinations that don't make ghost heat just like in previous patch.

If I chainfire all four, heat meter peaks at 35%, and at about 10 seconds from firing the first one I'm back to idle 7%.
If I fire 2+2 with 0.5s in between, heat meter peaks at 43%, and 10 seconds from firing the first pair it's back to idle 7%.

Please lock this thread.

#20 Chronojam

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Posted 30 October 2013 - 02:29 PM

Keep in mind that pilot skills, heat, and damage in the training grounds are unreliable. It is not a valuable test asset because of this.





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