Heat Back?
#1
Posted 04 November 2014 - 10:06 PM
#2
Posted 04 November 2014 - 10:46 PM
#3
Posted 05 November 2014 - 06:20 AM
#4
Posted 05 November 2014 - 06:26 AM
#5
Posted 05 November 2014 - 06:42 AM
It's real. Not only do you feel the effect in game, it'll actually show you in the mechlab. Try it. Put on a range module and look in the lower right at your heat efficiency.
#6
Posted 05 November 2014 - 07:11 AM
Willard Phule, on 05 November 2014 - 06:42 AM, said:
It's real. Not only do you feel the effect in game, it'll actually show you in the mechlab. Try it. Put on a range module and look in the lower right at your heat efficiency.
That would be the 'visual' part of the bug. I did try it and in game I can feel no difference. Keep in mind that if you're using an IS mech you may have quirks that affect your mech. I tested on a clan mech and saw no difference with ER-ML (debatably the hottest laser in aggregate).
Known Issues And Faqs For Patch 1.3.349
"In MechLab, equipping a Range Module appears to decrease your 'Mechs Heat Management stat.
This appears to be a purely cosmetic issue in MechLab only. Your heat management should function normally while in a match. Fix is coming (no ETA just yet)."
Edited by Mitsuragi, 05 November 2014 - 07:13 AM.
#7
Posted 05 November 2014 - 07:12 AM
#8
Posted 05 November 2014 - 07:34 AM
Mitsuragi, on 05 November 2014 - 07:11 AM, said:
"In MechLab, equipping a Range Module appears to decrease your 'Mechs Heat Management stat.
This appears to be a purely cosmetic issue in MechLab only. Your heat management should function normally while in a match. Fix is coming (no ETA just yet)."
Many thanks for the update; for some reason I missed that.
#9
Posted 05 November 2014 - 08:55 AM
#10
Posted 05 November 2014 - 08:56 AM
If this is the way it goes i want the 30 mill or so cbills back i spent on modules these past few weeks/month. Part of the deal was i would use them if you took heat away. Now heat has been snuck back in there thinking no one would notice? Gotta get up earlier then that PGI!
Why did this happen?
How did it happen?
Why is that even in the game in the first place? All you have done is create a trap for yourselves to mess up each time you patch. Remove it from the code dont just cover it up....
Also all the modules have just been set to 10% as well rather then the numbers they had before? Why were we not notified about this change? I lost range on some modules which sucks and would have been nice to have a warning. Also no MG's make heat with the range module? How can you make heat when there was no heat to begin with? (0x0=0)
Who do i blame!? Come here Russ and Paul!
But seriously, something is screwy with them check it out PLEASE!
Edited by DarthRevis, 05 November 2014 - 09:00 AM.
#11
Posted 05 November 2014 - 08:59 AM
DarthRevis, on 05 November 2014 - 08:56 AM, said:
If this is the way it goes i want the 30 mill or so cbills back i spent on modules these past few weeks/month. Part of the deal was i would use them if you took heat away. Now heat has been snuck back in there thinking no one would notice?
Why did this happen?
How did it happen?
Why is that even in the game in the first place? All you have done is create a trap for yourselves to mess up each time you patch. Remove it from the code dont just cover it up....
Dude - calm down and read the thread - it's just a bug in the Mechlab readout. The functionality once you're in the game is the same as it was pre-patch - no extra heat from weapon modules. It just makes your 'Mechs heat efficiency rating look worse in the front-end.
Edited by DEMAX51, 05 November 2014 - 09:00 AM.
#12
Posted 05 November 2014 - 09:23 AM
DarthRevis, on 05 November 2014 - 08:56 AM, said:
Actually, YES, equipping cool down modules do make your heat worse because you can fire more often. They probably added the cool down timer into the heat management calculation. Makes sense, right?
#13
Posted 05 November 2014 - 09:47 AM
can't you do tests on your own before writting a 20 line complainment ??
jesus christ
i went to the testing grounds with the range modules and the heat generation and dissipation was the same.
Then i tested the cooldown and there was something different, but it had nothing to do with heat.
What i did was i alpha with 2 meds and AC/20 and listen to the recycle sound. When i used the range module the sound was about the same and when i used the cooldown i noticed that the recycle sound was being played at a 2% higher level.
The reason for that is because the weapon really should be ready to fire earlier because of the faster cooldown.
So really there is nothing wrong with the heat on the modules. The only problem is that it disrupts your ability to see your actual heat efficiency
#14
Posted 05 November 2014 - 10:35 AM
#15
Posted 05 November 2014 - 04:01 PM
Donnylinez, on 05 November 2014 - 10:35 AM, said:
The visual bug, is actually impacting my game....if it is only visual, why does my mech overheat and shut down?
#16
Posted 05 November 2014 - 07:13 PM
WM Wraith, on 05 November 2014 - 04:01 PM, said:
The visual bug, is actually impacting my game....if it is only visual, why does my mech overheat and shut down?
Perhaps the cooldown quirks, which allow you to fire faster, are causing you to generate more heat per second?
#17
Posted 05 November 2014 - 08:38 PM
Edited by rangergord, 05 November 2014 - 08:43 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users