Heat: What Beacons Should We Use?
#21
Posted 25 January 2014 - 07:56 PM
#22
Posted 25 January 2014 - 08:05 PM
#23
Posted 25 January 2014 - 08:10 PM
FupDup, on 25 January 2014 - 07:56 PM, said:
How is heat broken? Shouldn't you mean that the flamer mechanic is broken?
Edited by dymlos2003, 25 January 2014 - 08:13 PM.
#24
Posted 25 January 2014 - 08:13 PM
dymlos2003, on 25 January 2014 - 08:10 PM, said:
EDIT:
dymlos2003, on 25 January 2014 - 08:10 PM, said:
Flamers themselves are certainly wonky, but the fact that 57 SHS can be overheated by anything less than a Naval Laser is kind of crazy.
Edited by FupDup, 25 January 2014 - 08:16 PM.
#25
Posted 25 January 2014 - 08:17 PM
FupDup, on 25 January 2014 - 08:13 PM, said:
EDIT:
Flamers themselves are certainly wonky, but the fact that 57 SHS can be overheated by anything less than a Naval Laser is kind of crazy.
Well the mechanics for a flamer, isn't the heat output increasing the longer its on? That was an closed beta change I think
#26
Posted 25 January 2014 - 08:17 PM
#27
Posted 25 January 2014 - 08:18 PM
dymlos2003, on 25 January 2014 - 08:17 PM, said:
Yea, for both the target and the shooter. The target, however, can't be heated past 90%, while the shooter can explode and die (as seen in the video).
EDIT: As an aside, I just did a test with a 22 DHS + 6 Small Laser Stalker. It took a while, but I was able to eventually overheat by holding down the trigger. Now that is messed up.
Edited by FupDup, 25 January 2014 - 08:27 PM.
#28
Posted 25 January 2014 - 09:34 PM
Time for some tabletop.
#29
Posted 25 January 2014 - 10:23 PM
#30
Posted 25 January 2014 - 10:36 PM
stjobe, on 25 January 2014 - 01:09 PM, said:
I mistakenly took out a new mech with shs (I think it was a spider 5V) with 2 ml ... it kept shutting down for 10seconds + while jj through the crater on caustic valley... just jj. If I fired the lasers I'd shut down for what felt like forever, if I was already running hot.
#31
Posted 25 January 2014 - 10:37 PM
rotagh, on 25 January 2014 - 01:10 PM, said:
There are a couple of special builds that do somewhat benefit from SHS, doesn't really mean that they are fully viable tho imo.
Basically, in a 3xppc highlander you can get more threshold and slightly more dissipation from using SHS's instead of DHS.
(44SHS i think I can fit)
Problem is it runs at around 48km/h or so. (no speed tweak as I have not elited highlanders yet) However you can alpha the 3pccs and take the ghost heat more than once easy when you need to.
Still doesn't really make it worth it tho......bar for novelty / fun.
So, if all SHS are good for is a few silly novelty builds then just remove them from the game.............or fix the damn heat system somehow.
Edited by Fooooo, 25 January 2014 - 10:42 PM.
#33
Posted 25 January 2014 - 11:39 PM
#34
Posted 26 January 2014 - 12:25 AM
#35
Posted 26 January 2014 - 12:19 PM
Example: A known build for Awesomes is to mass medium pulse lasers. What heatsinks should allow you to do is fire 1 group of 3 MPL, then during their cooldown, fire the second group off. The way heat works currently makes it better to alpha them so they all hit the same spot. They tried to circumvent the issue by creating Ghost Heat, but it's such a grotesque solution that one can simply wonder if they tried other scenarios.
IMO, once UI 2.0 is released, PGI should use the test servers to find other solutions to heat.
#37
Posted 04 February 2014 - 02:51 AM
btw bacon grilled on top of some whiting fillets is mouthgasmic.
Edited by King Arthur IV, 04 February 2014 - 02:51 AM.
#38
Posted 04 February 2014 - 05:51 AM
#40
Posted 04 February 2014 - 07:06 AM
Nice touch with Johnny Cash.
Thank you FupDup.
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