

Concerning The Night Gyr
#1
Posted 18 September 2016 - 06:21 AM
On which maps is the quirk gonna be beneficial?
#2
Posted 18 September 2016 - 06:24 AM
#3
Posted 18 September 2016 - 06:26 AM
Does it mean that it will run as If it was 0 Celsius or are we just supposing that?
#4
Posted 18 September 2016 - 06:30 AM
ScoutMaster, on 18 September 2016 - 06:21 AM, said:
On which maps is the quirk gonna be beneficial?
River city, Crimson Strait, Forest colony, Mining Collective, Veridian Bog. Those are examples of neutral maps. Caustic, Tourmaline, and Terra being hot where you can expect an advantage. Frozen City, HPG, Plexus, Polar being cold where you would be at a disadvantage.
In cold maps, your mech is basically given 4 extra heat sinks. In hot maps, 4 less.
Edited by Pariah Devalis, 18 September 2016 - 06:31 AM.
#5
Posted 18 September 2016 - 06:44 AM
Pariah Devalis, on 18 September 2016 - 06:30 AM, said:
In cold maps, your mech is basically given 4 extra heat sinks. In hot maps, 4 less.
I wonder if [Night Gyr]'s legs take damage from Mordor's lava, since lava's extra heat shouldn't be affecting it.
Edited by draiocht, 21 October 2016 - 05:58 AM.
language
#6
Posted 18 September 2016 - 06:48 AM
El Bandito, on 18 September 2016 - 06:44 AM, said:
I wonder if [Night Gyr]'s legs take damage from Mordor's lava, since lava's extra heat shouldn't be affecting it.
Yes.
Alexander Garden, on 15 September 2016 - 05:03 PM, said:
The Night Gyr takes no Heat Penalty from environmental Heat. This includes the base temperature of the map along with any hot-spots throughout, such as lava on Terra Therma or the caldera on Caustic. Whether it's standing in a pool of lava or on a rock, the resting Heat of a Night Gyr will always will be 0%.
The Quirk does provide the Gyr with a slight buff against enemy Flamers, but Flamers do still affect Heat levels on the Gyr. This change to the relation between Flamers and the External Heat Transfer Quirk came in with the new Flamers on March 15th.
All that said, the Night Gyr does still take damage from lava. So while its Heat level won't increase when standing in lava, it will take damage from the lava in the same way as all other 'Mechs.
While not as efficient as the Night Gyr in these respects, the Hellslinger carries similar characteristics due to its -50% External Heat Transfer Quirk.
And here's a bonus (11mb) GIF of the Night Gyr:
Edited by draiocht, 21 October 2016 - 05:58 AM.
Quote Clean-Up
#7
Posted 18 September 2016 - 07:19 AM
#8
Posted 18 September 2016 - 07:27 AM
El Bandito, on 18 September 2016 - 06:44 AM, said:
I wonder if [Night Gyr]'s legs take damage from Mordor's lava, since lava's extra heat shouldn't be affecting it.
Yes; it takes damage, but no heat.
The real benefit of the LHS, IMHO, is in "hot spots"; not just hot maps, but the hotter spots on those maps. The caldera in Caustic and in lava on Terra Therma.
Those spots are really hot, so being able to pull a fight in there would give you a noticeable advantage. The difference, be it a buff or a nerf, for overall map temperature is a fair bit smaller.
Edited by draiocht, 21 October 2016 - 05:58 AM.
Quote Clean-Up
#9
Posted 18 September 2016 - 07:48 AM
I already understand the concept.
What I'm wondering is what exact temperature gives you a 1.00 heat efficiency. That way we can know precisely which map is a buff and which map is a nerf.
I already understand it's good on hot maps and bad on cold maps.
#10
Posted 18 September 2016 - 07:53 AM
ScoutMaster, on 18 September 2016 - 07:48 AM, said:
I already understand the concept.
What I'm wondering is what exact temperature gives you a 1.00 heat efficiency. That way we can know precisely which map is a buff and which map is a nerf.
I already understand it's good on hot maps and bad on cold maps.
Pariah Devalis, on 18 September 2016 - 06:30 AM, said:
River city, Crimson Strait, Forest colony, Mining Collective, Veridian Bog. Those are examples of neutral maps.
#11
Posted 18 September 2016 - 07:59 AM
Pariah Devalis, on 18 September 2016 - 06:30 AM, said:
River city, Crimson Strait, Forest colony, Mining Collective, Veridian Bog. Those are examples of neutral maps.
Those don't even have the exact same temperature. And maybe 1.00 heat efficiency is at 0 degree Celsius.
Still doesn't answer the question.
#12
Posted 18 September 2016 - 08:02 AM
ScoutMaster, on 18 September 2016 - 07:48 AM, said:
I already understand the concept.
What I'm wondering is what exact temperature gives you a 1.00 heat efficiency. That way we can know precisely which map is a buff and which map is a nerf.
I already understand it's good on hot maps and bad on cold maps.
Pariah answered you.
The temperatures on the loading screen are more fluff than anything; there's basically just neutral, hot, and cold maps.
That's not entirely accurate, but it's easier to look at it that way. It's not like "22C" is neutral, but "28C" has a slight heat penalty.
Pariah Devalis, on 18 September 2016 - 06:30 AM, said:
River city, Crimson Strait, Forest colony, Mining Collective, Veridian Bog. Those are examples of neutral maps. Caustic, Tourmaline, and Terra being hot where you can expect an advantage. Frozen City, HPG, Plexus, Polar being cold where you would be at a disadvantage.
In cold maps, your mech is basically given 4 extra heat sinks. In hot maps, 4 less.
This.
It's not a formula based on the displayed temperature. And, as I said above, particularly with some hot maps the temperature penalty varies depending on your location on the map due to "hot spots".
I'm not aware of any cold spots on cold maps, but that doesn't mean they don't exist on the newer ones (new Frozen City, for example)
Edited by Wintersdark, 18 September 2016 - 08:03 AM.
#13
Posted 18 September 2016 - 08:03 AM
Pariah Devalis, on 18 September 2016 - 06:30 AM, said:
River city, Crimson Strait, Forest colony, Mining Collective, Veridian Bog. Those are examples of neutral maps. Caustic, Tourmaline, and Terra being hot where you can expect an advantage. Frozen City, HPG, Plexus, Polar being cold where you would be at a disadvantage.
In cold maps, your mech is basically given 4 extra heat sinks. In hot maps, 4 less.
pretty sure RC is borderline warm, or was.
ScoutMaster, on 18 September 2016 - 07:59 AM, said:
Still doesn't answer the question.
there really is no exact answer, that I am aware of.
All that really matters is that when you design your mech, the Mechlab heat efficiency should be accurate, and stable on every map. Thus, in many ways, outside of Comp FW, it's a buff on every map simply because you know exactly how the mech will act, no matter what.
This is one of those things, TBH, people way overthink.
#14
Posted 18 September 2016 - 08:11 AM
ScoutMaster, on 18 September 2016 - 07:48 AM, said:
I already understand the concept.
What I'm wondering is what exact temperature gives you a 1.00 heat efficiency. That way we can know precisely which map is a buff and which map is a nerf.
I already understand it's good on hot maps and bad on cold maps.
Probably the best way of looking at it is that it is basically heat neutral, as in map temperature is irrelevant. Heat efficiency should be the same on any map. Some look at it as a buff on hot maps, and a nerf on cold maps, but the important thing is that it is not necessarily either. If a loadout works well with regard to heat management on one map, it should work the same on all of them.
#15
Posted 18 September 2016 - 08:12 AM
The actual values for each map's heat effects are tabulated below:
Alpine Peaks -0.5 Canyon Network 0.0 Caustic Valley Caldera 0.8
Boreal Vault -0.5 Crimson Strait 0.0 Terra Therma Caldera 0.6
Frozen City -0.5 Emerald Taiga 0.0 Terra Therma 0.5
Grim Plexus -0.5 Forest Colony 0.0 Caustic Valley 0.3
Grim Portico -0.5 Hellebore Springs 0.0 Sulfurous Rift 0.3
Polar Highlands -0.5 The Mining Collective 0.0 Tourmaline Desert 0.3
HPG Manifold -0.3 River City 0.0 Vitric Forge 0.3
Viridian Bog 0.0
Edited by ScoutMaster, 18 September 2016 - 08:12 AM.
#16
Posted 18 September 2016 - 08:18 AM
#17
Posted 18 September 2016 - 08:21 AM
ScoutMaster, on 18 September 2016 - 08:12 AM, said:
The actual values for each map's heat effects are tabulated below:
Alpine Peaks -0.5 Canyon Network 0.0 Caustic Valley Caldera 0.8
Boreal Vault -0.5 Crimson Strait 0.0 Terra Therma Caldera 0.6
Frozen City -0.5 Emerald Taiga 0.0 Terra Therma 0.5
Grim Plexus -0.5 Forest Colony 0.0 Caustic Valley 0.3
Grim Portico -0.5 Hellebore Springs 0.0 Sulfurous Rift 0.3
Polar Highlands -0.5 The Mining Collective 0.0 Tourmaline Desert 0.3
HPG Manifold -0.3 River City 0.0 Vitric Forge 0.3
Viridian Bog 0.0
Wow, I can't believe it, you found out what we'd been telling you already. Good job. /s
#18
Posted 18 September 2016 - 08:22 AM
#20
Posted 18 September 2016 - 08:29 AM
ScoutMaster, on 18 September 2016 - 08:22 AM, said:
You specifically asked:
ScoutMaster, on 18 September 2016 - 06:21 AM, said:
We answered: There is no temperature considered neutral, but these specific maps are heat neutral [list of maps]; also these are the maps that are hot, and this are the maps that are cold [lists of hot and cold maps].
Quote
Covered in the answer above.
We very precisely answered the question you asked. You asked which maps it would be beneficial on, and we answered with lists of which maps it would be beneficial on; and we provided more information as well.
What you did NOT ask was "exactly how much do hot maps and cold maps affect dissipation", so there was no reason to post the information you looked up. Why would we even look for that, given, that wasn't what you asked?
Edited by Wintersdark, 18 September 2016 - 08:30 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users