Jump to content

Do Range Modules Increase Heat?


23 replies to this topic

#1 BigFatGator

    Member

  • PipPipPipPipPipPip
  • Shredder
  • 265 posts

Posted 11 November 2014 - 06:25 PM

In mechlab I see my heat index drop significantly when I add a range module (e.g Mlas level 5). Is this an artifact of mechlab or do the range modules boost heat significantly?

#2 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 11 November 2014 - 06:31 PM

No, they do not. But they do cause the mechlab heat indicator to lie to you.

#3 Koda Shy

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 94 posts
  • LocationTriPoint-Kapenja

Posted 11 November 2014 - 07:13 PM

they used to cause more heat but now they don't. the heat generation and tool tip was removed but not the mech lab indicators

#4 Love in an Annihilator

    Member

  • PipPipPipPipPip
  • Knight Errant
  • 106 posts

Posted 23 June 2015 - 07:15 AM

Hi all! Sorry to dig out an ancient thread, but i have the same Question.

I don't notice a difference in the testing grounds, but in game it seems that with the range module heat dissipation decreases. Did anybody else notice this? Thanks.

#5 Scout Derek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 8,016 posts
  • Google+: Link
  • Twitch: Link
  • LocationSomewhere where you'll probably never go to

Posted 23 June 2015 - 07:19 AM

View PostRick Sanchez 1895, on 23 June 2015 - 07:15 AM, said:

Hi all! Sorry to dig out an ancient thread, but i have the same Question.

I don't notice a difference in the testing grounds, but in game it seems that with the range module heat dissipation decreases. Did anybody else notice this? Thanks.


The only module that would increase heat would be the cooldown modules in that: you're able to shoot the weapon faster, causing heat to build up quicker, but with more DPS

The range module does not affect heat, in any way or form, the same coding for the cooldown module in terms of calculations was used for the range module I assume

#6 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 23 June 2015 - 07:27 AM

IIRC, they used to increase heat, back when PGI was toying with the idea of weapon modules that would add depth and variation to the gameplay.

But then they realized that they would make far more money if weapon modules were straight upgrades, with which the space rich could increase the power disparity over the space poor. So now it's just a mandatory upgrade unless you enjoy the handicap. And since boating is the norm, it's not really a choice of whether you want extra range or extra cooldown. You just go with both, since you're probably just boating MPLs or LLs or SRMs anyway.

ggcloserolewarfare

#7 Love in an Annihilator

    Member

  • PipPipPipPipPip
  • Knight Errant
  • 106 posts

Posted 23 June 2015 - 07:29 AM

View PostScout Derek, on 23 June 2015 - 07:19 AM, said:


The only module that would increase heat would be the cooldown modules in that: you're able to shoot the weapon faster, causing heat to build up quicker, but with more DPS

The range module does not affect heat, in any way or form, the same coding for the cooldown module in terms of calculations was used for the range module I assume


Thanks Derek, just my imagination then.... . I had the cooldown module installed long before the range one so it couldn't be that. Maybe someone shot my heatsinks. ;)

#8 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,529 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 23 June 2015 - 08:51 AM

View PostAlistair Winter, on 23 June 2015 - 07:27 AM, said:

But then they realized that they would make far more money if weapon modules were straight upgrades, ...


Given that weapon modules have never cost real word money/MC, I have no idea how the hell you can make that claim.

#9 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 23 June 2015 - 08:59 AM

View PostEscef, on 23 June 2015 - 08:51 AM, said:


Given that weapon modules have never cost real word money/MC, I have no idea how the hell you can make that claim.


I think he means indirectly. Yes you can buy them for C-Bills, but they are so expensive, PGI is probably banking on people buying Premium Time or Hero Mechs to make the modules more easier to obtain.

Its more about the strict economy really, but I see where Alister is going. I'm not THAT bitter about it (at best the improvement is about 12%), but I do understand the frustration with it.

In a way, it is very similar to the 3 chassis rule for the skill tree. Yes you can buy 3 chassis of any mech with C-Bills, but you might be tempted to buy Premium Time, etc... if it means you can unlock the skill tree faster.

Just your regular F2P trappings :/

Edited by MeiSooHaityu, 23 June 2015 - 09:02 AM.


#10 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,529 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 23 June 2015 - 09:00 AM

View PostMeiSooHaityu, on 23 June 2015 - 08:59 AM, said:

I think he means indirectly. Yes you can buy them for C-Bills, but they are so expensive, PGI is probably banking on people buying Premium Time or Hero Mechs to make the modules more easier to obtain.

Its more about the strict economy really, but I see where Alister is going. I'm not THAT bitter about it (at best the improvement is about 12%), but I do understand the frustration with it.


Yeah, I've got no sympathy on this one.

#11 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 23 June 2015 - 10:31 AM

View PostEscef, on 23 June 2015 - 09:00 AM, said:

Yeah, I've got no sympathy on this one.

Which is why I didn't answer you in the first place. I'm surprised you're still asking me about this stuff. I've explained it a million times.

#12 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,529 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 23 June 2015 - 10:33 AM

View PostAlistair Winter, on 23 June 2015 - 10:31 AM, said:

Which is why I didn't answer you in the first place. I'm surprised you're still asking me about this stuff. I've explained it a million times.


I didn't ask a question. Questions tend to end with question marks (?), note that my post did not.

#13 LordBraxton

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,585 posts

Posted 23 June 2015 - 10:34 AM

View PostAlistair Winter, on 23 June 2015 - 07:27 AM, said:

IIRC, they used to increase heat, back when PGI was toying with the idea of weapon modules that would add depth and variation to the gameplay.

But then they realized that they would make far more money if weapon modules were straight upgrades, with which the space rich could increase the power disparity over the space poor. So now it's just a mandatory upgrade unless you enjoy the handicap. And since boating is the norm, it's not really a choice of whether you want extra range or extra cooldown. You just go with both, since you're probably just boating MPLs or LLs or SRMs anyway.

ggcloserolewarfare


/thread /oftheworld I've always hated the idea of modules\consumables, and this is why.

#14 Kristov Kerensky

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 2,909 posts

Posted 23 June 2015 - 10:35 AM

Originally, yes, the range modules increased weapon heat, so they weren't very well accepted when PGI tossed them at us. Many of us never got them because they did increase range a bit, but they increased heat more than a bit, it wasn't a good trade off.

Enough complaints were made and it was changed.

And you can buy cbills for real cash, and people weren't buying cbills with cash to buy modules that weren't a straight up improvement/upgrade, so it was actually costing IGP/PGI some money when we didn't even bother training up, much less using the weapon range modules.

#15 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 23 June 2015 - 10:37 AM

View PostAlistair Winter, on 23 June 2015 - 07:27 AM, said:

IIRC, they used to increase heat, back when PGI was toying with the idea of weapon modules that would add depth and variation to the gameplay.

But then they realized that they would make far more money if weapon modules were straight upgrades, with which the space rich could increase the power disparity over the space poor. So now it's just a mandatory upgrade unless you enjoy the handicap. And since boating is the norm, it's not really a choice of whether you want extra range or extra cooldown. You just go with both, since you're probably just boating MPLs or LLs or SRMs anyway.

ggcloserolewarfare

Well, the issue here is that only weapon modules had weaknesses. Mech modules and consumables, on the other hand, did not. Thus, it was superior to just use mech mods/consumables. Plus the range boost wasn't even big enough to warrant the amount of extra heat they got...

I think that an "indirect" way to deal with this might be to introduce something like "Stock Modules." What I mean by that is that any new mech you would buy would come with some generic placeholder default modules installed permanently (i.e. +6% cooldowns on all weapons, bla bla bla). Thus, buying more modules wouldn't be about adding entirely new powers to the mech, but rather replacing some existing powers with something else.

#16 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 23 June 2015 - 10:37 AM

View PostMeiSooHaityu, on 23 June 2015 - 08:59 AM, said:

Its more about the strict economy really, but I see where Alister is going. I'm not THAT bitter about it (at best the improvement is about 12%), but I do understand the frustration with it.

At this point, it doesn't really affect me anymore. I'm one of the space rich anyway. All my favourite mechs have all the mech modules and weapon modules they need. The weapon modules are just one of many factors that make the new player experience rather brutal. But in the end, it doesn't really affect me personally, because it's unlikely that this game will die before I've had enough of it anyway.

I do admit I'm kind of frustrated that PGI replaced role warfare with a straight up arms race, but... well, I'm pretty much past it now. I just like to bring it up from time to time, for some historical context.

#17 LordBraxton

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,585 posts

Posted 23 June 2015 - 10:40 AM

View PostFupDup, on 23 June 2015 - 10:37 AM, said:

Well, the issue here is that only weapon modules had weaknesses. Mech modules and consumables, on the other hand, did not. Thus, it was superior to just use mech mods/consumables. Plus the range boost wasn't even big enough to warrant the amount of extra heat they got...

I think that an "indirect" way to deal with this might be to introduce something like "Stock Modules." What I mean by that is that any new mech you would buy would come with some generic placeholder default modules installed permanently (i.e. +6% cooldowns on all weapons, bla bla bla). Thus, buying more modules wouldn't be about adding entirely new powers to the mech, but rather replacing some existing powers with something else.


I know ive seen you talk about a full skill system before. (though we've all been talking about it since it seemed like they would NEVER keep this place holder system back in CB) I would love if skills were something that could be 'slotted' and changed, lumping modules and skills into a kind of hybrid to replace both. Would be asy to use skill slot types to encourage mech diversity\role warfare. I still think only lights should have consumables etc...

Edited by LordBraxton, 23 June 2015 - 10:41 AM.


#18 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 23 June 2015 - 10:42 AM

View PostLordBraxton, on 23 June 2015 - 10:40 AM, said:


I know ive seen you talk about a full skill system for sure. I would love if skills were something that could be 'slotted' and changed, lumping modules and skills into a kind of hybrid to replace both. Would be asy to use skill slot types to encourage mech diversity\role warfare. I still think only lights should have consumables etc...

For consumables, I wouldn't restrict them by mech class, but rather by their role. For example, UAV would be a recon module to compete against all of the other sensor modules, arty/air would probably be something like support, coolant flush might be offensive, etc.

For giggles, PGI should release the Charger and give it like 3 scout module slots. :D :D :D :D :D

#19 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 23 June 2015 - 10:43 AM

View PostEscef, on 23 June 2015 - 10:33 AM, said:

I didn't ask a question. Questions tend to end with question marks (?), note that my post did not.

<sigh>

Alright, I'll try to be more precise: I have no idea why you write posts directed at me, because we both know each other's position and there's really nothing to gain from further discussion with each other, on any topic.

#20 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,529 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 23 June 2015 - 10:45 AM

View PostAlistair Winter, on 23 June 2015 - 10:43 AM, said:

<sigh>

Alright, I'll try to be more precise: I have no idea why you write posts directed at me, because we both know each other's position and there's really nothing to gain from further discussion with each other, on any topic.


You're right. Blocked.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users