

Changes To Heat Values In 1.2.251
#21
Posted 30 October 2013 - 03:57 PM
#22
Posted 30 October 2013 - 05:49 PM
It's better to have a better point of reference instead of "feeling" it is hotter than usual.
Edited by Deathlike, 30 October 2013 - 05:50 PM.
#23
Posted 30 October 2013 - 06:02 PM
FrDrake, 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.
of course they do.
one laser generates 6% heat
two lasers *Should* generate 12% heat in group fire but are generating 19% (for the guy you quoted).
#24
Posted 30 October 2013 - 06:52 PM
EDIT: Nevermind, I'm not seeing a problem even in the testing grounds. My math was a little off is all. I don't see any evidence of ghost heat occurring with 2x LL.
Edited by Shlkt, 31 October 2013 - 05:06 AM.
#25
Posted 30 October 2013 - 07:12 PM
#26
Posted 30 October 2013 - 07:19 PM
edit Talking normal Lager lasers.
Edited by warp103, 30 October 2013 - 07:24 PM.
#27
Posted 30 October 2013 - 07:32 PM
#28
Posted 30 October 2013 - 08:15 PM
I have no other way of telling, as I have no video evidence of the change, nor can I remember exact numbers from before the patch (nor prove those numbers). All I know is my Thunderbolt use to be a fairly cool running mech, and not it's shutting down all the time.
PGI might need to look into this as a whole.
#29
Posted 31 October 2013 - 04:16 AM
Krivvan, on 30 October 2013 - 07:32 PM, said:
I might have missed it, but is there another topic on this?
Also if your seeing small increases across different weapons, that might not be the weapons. That might be an issue with heat sinks for either capacity or cooling rate.
I'll post LL in a bit if you want video proof, but its pretty simple to just put 2 LL's on a mech and try it yourself. I could guarantee you have at least one mech that could do it.
Edited by Asmosis, 31 October 2013 - 04:18 AM.
#30
Posted 31 October 2013 - 04:43 AM
Asmosis, on 30 October 2013 - 05:15 AM, said:
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
video for the disbelievers. http://youtu.be/VxX2e8-3kWM
*edit*
when I said "chainfire is steady heat increase" earlier I *meant* that chainfire was functioning properly, nothing fishy there.
Edited by Asmosis, 31 October 2013 - 04:49 AM.
#31
Posted 31 October 2013 - 05:05 AM
1 LL generates 7 heat, which translates to about 4% increase to the mech / pilot combo. Due to the map, that means the mech goes from 6% heat to 10% heat.
2 LL generate 14 heat, which should translate to about 8% increase. Due to the map, we should expect this to mean the mech goes from 6% heat to approximately 14-15% heat. Instead, it goes to 19% heat. This suggests that the mech took a heat increase of perhaps 20-21 heat.
It's pretty clear that it's "too much", regardless of whether "heat scale" or some other mechanic is in play. However, let's look at heat scale more closely. If we assume that the Command Chair post explaining Heat Scale math is still accurate, we can compute what the heat penalty should be for two LLasers.
Heat Penalty = (Base Heat x (Heat Scale x multiplier))
We know the base heat of a LL is 7. In this case, we know two weapons have been fired, which makes the heat scale .08. We use the table to look up the multiplier, which it turns out is 2.8.
Heat Penalty = (7 x (.08 x 2.8)) = (7 x .224) = 1.568
So, even if max alpha for a LLaser were incorrectly set to 1, meaning 2 of them incurred a penalty, we would expect that two LLasers would generate 7 + 7 + 1.6 = 15.6 heat. Tracking back to the example above, we'd reasonably expect somewhere around 16% heat to show up.
Honestly, we probably wouldn't even notice that particular problem. The fact that we notice this problem with only two weapons being fired means that something has gotten seriously sideways deep in the formula.
There is a problem.
#32
Posted 31 October 2013 - 05:11 AM
#33
Posted 31 October 2013 - 05:17 AM
Quote
1 LL -> 4% heat increase
2 LL -> 13% heat increase
Initially I made the same mistake that you did in assuming than 2x LL ought to generate double the heat increase, but that's actually not the case. Even without ghost heat you should expect your heat gauge to rise more than double the amount when firing 2x LL vs. 1x LL.
Let's assume you've got 20 double heat sinks and all the pilot skills unlocked. That'll give you a heat capacity of 76.80, and a heat dissipation rate of 3.91 heat/sec.
A large laser has a beam duration of 1 second, so at the end of the beam you will have generated 7 heat but also dissipated 3.91 heat.
(7 - 3.91) / 76.80 = 4.0% heat increase
If you fire two lasers simultaneously you will have generated 14 heat but still dissipated 3.91 heat in the same time period:
(14 - 3.91) / 76.80 = 13.1% heat increase
Therefore you can see that your observed numbers agree precisely with the expected behavior without ghost heat.
#34
Posted 31 October 2013 - 05:33 AM
Shlkt, on 31 October 2013 - 05:17 AM, said:
Exactly.
Ramla, on 30 October 2013 - 01:48 PM, said:
Fire 2+2 LL with 0.5s in between -> heat meter peaks at 43%, 10 sec from firing the first pair heat is back to idle 7%.
To make this even clearer for the disbelievers, actual ghost heat can be introduced by firing the lasers in 3+1 pattern. There it takes 12 seconds for all the heat to dissipate back to idle. Firing 4 at once it takes 13 seconds to get rid of all the heat generated.
#35
Posted 31 October 2013 - 08:33 AM
Asmosis, on 31 October 2013 - 04:43 AM, said:
video for the disbelievers. http://youtu.be/VxX2e8-3kWM
*edit*
when I said "chainfire is steady heat increase" earlier I *meant* that chainfire was functioning properly, nothing fishy there.
Yup. That's video evidence to the claim, what should only be 8% is now at 14%
Now does anyone want to make a video of 2 ac/2's counter fired to show them that particular problem?
#36
Posted 31 October 2013 - 08:54 AM
PGI consider it "working as intended" . They got but*hurt from dakka mechs when they played the game so they nerfed them bassicaly.
http://mwomercs.com/...an-explanation/
Edited by ArmageddonKnight, 31 October 2013 - 08:55 AM.
#37
Posted 31 October 2013 - 09:34 AM
#38
Posted 31 October 2013 - 09:45 PM
As for testing maps, doesn't the map only affect where your min heat threshold sits rather than cooling rate? Caustic crater for example simply adds a flat +10% or so to the bottom line.
#39
Posted 31 October 2013 - 11:36 PM

#40
Posted 01 November 2013 - 07:29 AM
Another newly experienced problem with my Victor is, that it gets stuck a lot more, stopping and hanging on every little stone lying around and slowing down on even the slightest slope.
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