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Why Is My Mech Running Hotter Than Live?


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#1 Ruar

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Posted 11 February 2017 - 10:44 AM

I can get five shots off with my 3xLL Enforcer on live before I have to switch to firing a single laser to avoid overheating.

I can get four shots off with the same build and maxed heat skills on test before I have to switch to a single laser to avoid overheating.

Then I noticed my mech on live cools down faster so I'm able to switch back to firing all three lasers faster than the one on test.

I think it has something to do with the double boost from mastering a mech on live, but I honestly don't know enough about the math of heat calculations to dig into this.

Is it just a case of thinking things are different so I'm seeing heat act differently or are the mechs running hotter on test than on live despite having max heat negating SPs?

Any help would be greatly appreciated.

#2 FupDup

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Posted 11 February 2017 - 10:50 AM

Cool Run and Heat Containment got nerfed. I think that each of them is around 5% lower than live, even when you max out the skills.

#3 Maurice Thorez

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Posted 11 February 2017 - 11:32 AM

I can confirm that both Cool Run and Heat Containment did lose 5% total even after you get ever single skill for them in the new tree.

The ENF-4R also lost 10% laser heat generation in quirks too. Makes it run hotter even when taking into account the reduced fire rate from the removal of Fast Fire and any LL cooldown modules used. I tested it as well in the test server with a 4 LL build and it could not sustain fire anywhere near as long as on the live server.

Edited by Maurice Thorez, 11 February 2017 - 11:33 AM.


#4 Ruar

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Posted 11 February 2017 - 11:36 AM

View PostMaurice Thorez, on 11 February 2017 - 11:32 AM, said:

I can confirm that both Cool Run and Heat Containment did lose 5% total even after you get ever single skill for them in the new tree.

The ENF-4R also lost 10% laser heat generation in quirks too. Makes it run hotter even when taking into account the reduced fire rate from the removal of Fast Fire and any LL cooldown modules used. I tested it as well in the test server with a 4 LL build and it could not sustain fire anywhere near as long as on the live server.


Well crap. Take an already mediocre mech and nerf it. Great plan.

I'm really not liking these changes.

#5 Andi Nagasia

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Posted 11 February 2017 - 11:43 AM

View PostRuar, on 11 February 2017 - 11:36 AM, said:

Well crap. Take an already mediocre mech and nerf it. Great plan.

I'm really not liking these changes.

its a Nerf to the Base line, so it hits all Mechs Equally,
so it shouldnt effect where the ENF is on the Teir wise,

#6 Ruar

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Posted 11 February 2017 - 11:47 AM

View PostAndi Nagasia, on 11 February 2017 - 11:43 AM, said:

its a Nerf to the Base line, so it hits all Mechs Equally,
so it shouldnt effect where the ENF is on the Teir wise,


Energy mechs run hotter than ballistic mechs. So dropping the extra 10% heat to energy sets energy mechs back farther than ballistics. Especially since ballistic mechs can still function with reduced velocity or other offensive quirks, but an energy mech is hamstrung due to heat.

So the ENF-4R will run 15% hotter than before but ballistic builds are not getting a 20% nerf to their damage output. Pilot skin can compensate for velocity changes, but the only option for energy builds is to not shoot.

So please... do not tell me these changes are hitting all mechs equally.

edit- Changed the overall number from 20% to 15%. I'm bad at maths.

Edited by Ruar, 11 February 2017 - 11:58 AM.


#7 Illias Illtempered

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Posted 11 February 2017 - 11:50 AM

View PostAndi Nagasia, on 11 February 2017 - 11:43 AM, said:

its a Nerf to the Base line, so it hits all Mechs Equally,
so it shouldnt effect where the ENF is on the Teir wise,


Not all mechs seem to be hit equally. From inspecting the listed changes some are nerfed in some areas and other chassis with even better values in the same categories are left untouched. This might be oversight or unfinished so I cannot say for sure.

#8 Skribs

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Posted 11 February 2017 - 11:50 AM

The skill changes nerf all Mechs "equally" (as Ruar pointed out, energy boats get hit harder).

The quirk nerfs will nerf individual mechs more.

#9 MechaBattler

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Posted 11 February 2017 - 11:54 AM

You also get 5% heat reduction in the skill tree for lasers. But obviously it doesn't add up to the same thing. ;o

#10 Ruar

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Posted 11 February 2017 - 11:58 AM

View PostMechaBattler, on 11 February 2017 - 11:54 AM, said:

You also get 5% heat reduction in the skill tree for lasers. But obviously it doesn't add up to the same thing. ;o


Which is why I asked for help with the math on this. If the responses are correct in what changed there was a 10% increase in heat from the quirk reduction, 5% from heat containment, and 5% from cool running.

I add back in 5% from the skill nodes which ends up being 15% less efficient.

I'll go change the number on my earlier post thinking it was 20%. However, a 15% reduction in DPS is huge on a 50ton mech that relies on constant firing to make up for the lack of overall number of weapons.





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