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Cooldown Modules


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#21 UBCslayer

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Posted 09 September 2014 - 04:00 PM

I`m finding zero difference with Clan SRM cooldown times, even when using a level 5 cooldown module. Takes exactly 34.5 seconds to fire ten salves with or without the correct cooldown module equipped.

#22 Deathlike

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Posted 09 September 2014 - 05:24 PM

View PostUBCslayer, on 09 September 2014 - 04:00 PM, said:

I`m finding zero difference with Clan SRM cooldown times, even when using a level 5 cooldown module. Takes exactly 34.5 seconds to fire ten salves with or without the correct cooldown module equipped.


Well, you're supposed to use the current SRM side module..

Since I don't think you screwed that up, I'm sure that's a "fun oversight".

Edited by Deathlike, 09 September 2014 - 05:24 PM.


#23 Carrie Harder

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Posted 09 September 2014 - 06:25 PM

View PostBlue Boutique, on 09 September 2014 - 01:45 PM, said:

8 damage / 0.38 s = 21 dmg/ sec. That is pretty hefty even for a limited out but put that on a Jager, you get 31.6 dmg/s which can heavily damage mechs before going down.

The AC/2 cooldown is not 0.38s. The base cooldown is 0.72s. Fast fire skill gives -5%, and the module would give -12%. Combined this is -17%. This would bring our new cooldown time to 0.5976s.

#24 Deathlike

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Posted 09 September 2014 - 09:47 PM

View PostCarrie Harder, on 09 September 2014 - 06:25 PM, said:

The AC/2 cooldown is not 0.38s. The base cooldown is 0.72s. Fast fire skill gives -5%, and the module would give -12%. Combined this is -17%. This would bring our new cooldown time to 0.5976s.


So, accelerated ghost heat.

What a wonderful idea...

The Cooldown modules have the same problems that the "heat penalty" had previously for the range extender modules.

The gains are generally not much of a benefit given the heat system, so it's back to mostly ballistics benefiting from them.

#25 Carrie Harder

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Posted 09 September 2014 - 09:50 PM

View PostDeathlike, on 09 September 2014 - 09:47 PM, said:

So, accelerated ghost heat.

What a wonderful idea...
-

One can slow down one's firing rate when Posted Image heat kicks in...although I think that 0.59ish is still just high enough to bypass the Posted Image's?

#26 Deathlike

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Posted 09 September 2014 - 10:10 PM

View PostCarrie Harder, on 09 September 2014 - 09:50 PM, said:

One can slow down one's firing rate when Posted Image heat kicks in...although I think that 0.59ish is still just high enough to bypass the Posted Image's?


Sure, but not if you chain fire...

#27 Carrie Harder

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Posted 09 September 2014 - 10:22 PM

View PostDeathlike, on 09 September 2014 - 10:10 PM, said:

Sure, but not if you chain fire...

If you're chaining, then Posted Image heat is gonna haunt you no matter what modules you use (or don't use). :P

Edited by Carrie Harder, 09 September 2014 - 10:22 PM.


#28 MischiefSC

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Posted 09 September 2014 - 10:22 PM

What it does is let you run bigger, slower firing weapons more efficiently. It's barely noticeable with medium lasers. PPCs, UAC20s and the like though? It's very noticeable.

#29 Toothless

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Posted 09 September 2014 - 10:31 PM

If you're not using this with gauss rifles, you are wrong.

Zero drawbacks.

#30 Kmieciu

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Posted 09 September 2014 - 10:44 PM

6xUAC5 Dire Wolves will be happy. 18,06 (36,12) DPS goes up to 20,2272 (40,45) DPS.

GGCLOSE.

#31 MischiefSC

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Posted 09 September 2014 - 10:44 PM

View PostZacharyJ, on 09 September 2014 - 10:31 PM, said:

If you're not using this with gauss rifles, you are wrong.

Zero drawbacks.


How much better is it compared to chargeup?

#32 Lexx

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Posted 09 September 2014 - 10:46 PM

View PostTorgun, on 09 September 2014 - 11:23 AM, said:

Haven't you learned yet? Never buy anything when it's new, because it's bound to be nerfed hard after a while.


Or, buy everything right when it comes out so you can enjoy using it before it gets hit with the nerf bat.

#33 cazidin

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Posted 14 April 2017 - 09:26 AM

View PostCarrie Harder, on 09 September 2014 - 01:03 PM, said:

Why no AC/2 cooldown mod? Sadface.


We *STILL* don't have AC/2 cooldown modules! What is PGI going to do about that with the skill tree? Wasn't there something in regards to Ghost Heat that made it problematic to implement?

#34 Shifty McSwift

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Posted 14 April 2017 - 09:32 AM

View PostTorgun, on 09 September 2014 - 11:38 AM, said:

Ah I misunderstood, I thought it had cooling down effect, not just firing rate.


Yeah "cooldown" is a gaming term specific to wait times between usage of a given function, in this case it means firing rate, understandable mix-up.

Edited by Shifty McSwift, 14 April 2017 - 09:32 AM.


#35 Dread Render

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Posted 14 April 2017 - 09:40 AM

View PostDEMAX51, on 09 September 2014 - 11:36 AM, said:

The Cooldown ones actually increase heat per second.


Where are you getting this? Major Troll here! Please explain your Troll like statement.

#36 MischiefSC

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Posted 14 April 2017 - 09:46 AM

View PostDread Render, on 14 April 2017 - 09:40 AM, said:


Where are you getting this? Major Troll here! Please explain your Troll like statement.


Firing more frequently means you're generating more heat more quickly.

#37 Bud Crue

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Posted 14 April 2017 - 09:47 AM

LOL.

Now this is a necro. Well done.

#38 Andi Nagasia

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Posted 14 April 2017 - 11:16 AM

View Postcazidin, on 14 April 2017 - 09:26 AM, said:

We *STILL* don't have AC/2 cooldown modules! What is PGI going to do about that with the skill tree? Wasn't there something in regards to Ghost Heat that made it problematic to implement?

well next month the New Skill Tree comes out to Fix that Problem,
so theirs that, so we shouldnt have problems, ;)
that said,....


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