

Flamers, Mechwarrior Self Harming Device
#21
Posted 24 June 2015 - 12:51 PM
#22
Posted 24 June 2015 - 01:25 PM
#23
Posted 24 June 2015 - 01:33 PM
Ragtag soldier, on 24 June 2015 - 11:45 AM, said:
yeah, but this ALSO means you can't pile on flamers to punish mechs boating lasers by pushing their heat scale over when teh alpha. the broken heat scaling makes them useless for punishing energy-based builds. and since they don't do much damage either, whay use 'em?
I have only used them to blind people when brawling.
#24
Posted 24 June 2015 - 01:34 PM
#25
Posted 24 June 2015 - 01:50 PM
#26
Posted 24 June 2015 - 01:58 PM
Badgerthej, on 24 June 2015 - 01:25 PM, said:
8 seconds, 0 heat generation on my test with 2 flamers, that Stalker on the youtube vid with one flamer lasts 45 seconds before it starts generating heat. As I said in my original post, flamers generate practically no heat on the firing 'mech, they just slow down your cooling, thats what got you, you either fired them too long, overheated with your primary weapon or rode your heatbar to high and it was your engine throttle+environment that got you... that or clan flamers work different, not sure about that though.
For me, an ever so slight increase in the speed that it applies heat to the target and an increased chance of critting ammo, slight chance of critting equipment, but zero for the engine... if it did that for engines the hit-scan nature of the weapon would lead to you insta-gibbing anybody with a hole in their armour.
Edited by Boris The Spider, 24 June 2015 - 02:02 PM.
#27
Posted 24 June 2015 - 02:07 PM
Boris The Spider, on 24 June 2015 - 01:58 PM, said:
8 seconds, 0 heat generation on my test with 2 flamers, that Stalker on the youtube vid with one flamer lasts 45 seconds before it starts generating heat. As I said in my original post, flamers generate practically no heat on the firing 'mech, they just slow down your cooling, thats what got you, you either fired them too long, overheated with your primary weapon or rode your heatbar to high and it was your engine throttle+environment that got you... that or clan flamers work different, not sure about that though.
For me, an ever so slight increase in the speed that it applies heat to the target and an increased chance of critting ammo, slight chance of critting equipment, but zero for the engine... if it did that for engines the hit-scan nature of the weapon would lead to you insta-gibbing anybody with a hole in their armour.
You can't control how things crit, with the current code.
Engines crits also don't do anything, aside from sending 15% of crit damage back into the IS. They're like Actuators, they take crits, can be destroyed...but nothing actually happens when they get crit.
Edited by Mcgral18, 24 June 2015 - 02:07 PM.
#28
Posted 24 June 2015 - 02:12 PM
#29
Posted 24 June 2015 - 02:33 PM
Boris The Spider, on 24 June 2015 - 12:18 PM, said:
I did some... rudimentary science a while back to test flamers.
This was the result:
I should redo it now we have clans, and try and match both (maybe just 10 internal DHS? too, for a slightly more 'natural' feeling)
#30
Posted 24 June 2015 - 02:56 PM
Edited by Boris The Spider, 24 June 2015 - 03:05 PM.
#31
Posted 24 June 2015 - 03:05 PM
Boris The Spider, on 24 June 2015 - 02:56 PM, said:
I have a lot of heatsinks there - 26+.
And that boating multiple shows that they immediately generate heat.
The Flamer generates heat immediately, It's simply a matter of how long till it exceeds the heat disspation per second of the mech, then how long till it completely overwhelms it.
If I go drop in a Locust with SHS, then with DHS, it'll be different times.
#32
Posted 24 June 2015 - 03:17 PM
Both only had the base 10 heatsinks in the engine, and were stationary.
1 Flamer, SHS - 9S
2 Flamer, SHS - within 1S
1 Flamer, DHS - 15S
2 Flamer, DHS - 8S
Additionally, if you stop flaming, then reflame, the heat will either stop dropping or continue rising.
This shows not only immediate heat generation, but exponential heat generation, as if it was fixed generation, a single it would start exceeding the dissipation per second at twice the time with Truue DHS within the engine (18 seconds, rather than 15 seconds shown)
I think I will redo this shortly, with Clan and IS mechs (in single and double), using only the base engine heat sinks.
Edited by Ovion, 24 June 2015 - 03:18 PM.
#33
Posted 24 June 2015 - 03:26 PM
#34
Posted 24 June 2015 - 03:40 PM
If flamers had a flat heat gen (say, 1, then cause 0.8 in the target?), then you'd see a linear progression and it'd be more manageable.
Instead it goe's '1 hps > 2hps > 4hps' or whatever it is, and screws the pooch.
The Ops situtation is also on Terra Therma, right by / in the Lava (ouch).
Lets go do a quick test on that....
- 10 TDHS, 1 flamer, from base (10%) heat, Lava + Single Flamer, up 4% within a second, shutdown at 16S.
Edited by Ovion, 24 June 2015 - 03:46 PM.
#35
Posted 24 June 2015 - 03:59 PM

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