Heat Generation Or Cool Run. Whats Better?
#1
Posted 17 May 2017 - 11:21 AM
ON an Assault (or Heavy) which do you think is better OR do you feel both are needed?
#2
Posted 17 May 2017 - 11:34 AM
#3
Posted 17 May 2017 - 11:35 AM
Getting -10% to heat generation in weapons is going to require a huge investment in that tree. Getting -10% to Cool Run is going to require a huge investment in Mech Operations.
An investment in weapons means you need something like 24 points in Weapons to get the -10% heat generation and your only getting like 5% to weapons range and a few very minor buffs to a scattering of weapon types. On the contrast, Mech Operations will give you things like the +15% to heat containment, -35% to quick ignition, Hill Climb bonuses, Improved gyro to reduce shake by over 50%, all for about 21 points invested. Overall if your goal is to reduce heat, I think you got a bit more bang for the buck out of going with Mech Operations.
#4
Posted 17 May 2017 - 11:38 AM
#5
Posted 17 May 2017 - 11:48 AM
#6
Posted 17 May 2017 - 12:22 PM
It seems my Energy creates more heat not but the Cool Run bleeds it off Faster.
Or it may just look that way
#7
Posted 17 May 2017 - 12:32 PM
#8
Posted 17 May 2017 - 12:36 PM
samadhiVOID, on 17 May 2017 - 12:32 PM, said:
While this is true, for the points you are investing, you could easily get heat containment and cool run for pretty much the same investment (you can max out heat gen at 10.5% for 14 SP or 15% higher heat cap and 10% better dissipation for 10 SP) without counting all the nodes required to get to that point.
Edited by Quicksilver Kalasa, 17 May 2017 - 12:37 PM.
#9
Posted 17 May 2017 - 12:40 PM
Result is energy boats with a crap ton of heat management. I've got a Supernova with 88 heat capacity and 6 erlls that just rolls 2x2x2, making a lightsaber of rage doing 66 pts every 3 seconds to anything wandering into the open. 22 DPS at 800m, *******! For almost 12 seconds! Or 3x3 2x is a row vs someone wanting to be pokey at range. WHERE IS YOUR 5XERLL GHR GOD NOW?!?
Heat management swings a lot on capacity - how long can you sustain your generation vs your dissipation. That tells you how many alphas you'll get before you need to back off and how long you have to back off for.
On lower heat mechs or burst damage/heat mechs it's not as critical as it is on mechs like brawlers or ERLL range builds but it's always good.
#10
Posted 17 May 2017 - 12:45 PM
samadhiVOID, on 17 May 2017 - 12:32 PM, said:
That would only be true if the values were similar, but given that cool run comes in 2%, heat containment in 3%, and heat gen in a mere .75%, there's no world where one node of heat gen even compares to one node of cool run.
#11
Posted 17 May 2017 - 12:51 PM
31 SP in Firepower
32 SP in Firepower (swap 2.5% Missile Spread for 2% Range)
Depends what else you want, really. I would grab a bit of both.
23 SP - 14 SP in Firepower, 9 SP in Operations
#12
Posted 17 May 2017 - 12:53 PM
This part of the new balance helped my Phoenix Hawk hero which is forced to rely on 2 LPL in the right arm mostly until the new tech comes out. 2 LPL run cool so everything was put into the firepower tree. But took a match to get the slow cooling down right.
Edited by Johnny Z, 17 May 2017 - 12:57 PM.
#13
Posted 17 May 2017 - 01:18 PM
Quote
Result is energy boats with a crap ton of heat management. I've got a Supernova with 88 heat capacity and 6 erlls that just rolls 2x2x2, making a lightsaber of rage doing 66 pts every 3 seconds to anything wandering into the open. 22 DPS at 800m, *******! For almost 12 seconds! Or 3x3 2x is a row vs someone wanting to be pokey at range. WHERE IS YOUR 5XERLL GHR GOD NOW?!?
Heat management swings a lot on capacity - how long can you sustain your generation vs your dissipation. That tells you how many alphas you'll get before you need to back off and how long you have to back off for.
On lower heat mechs or burst damage/heat mechs it's not as critical as it is on mechs like brawlers or ERLL range builds but it's always good.
I have a 5ERLL Cat that is a smaller target
just keep in mind just because something works now does not mean PGI wont stealth nerf it tomorrow
my opinion is PGI does not want people re-specing there mechs which is the reason for the re-spec costs
why don't they wont re-specs ---because it makes it harder to balance
every time I showed up with some crazy load out that did 1400 damage the first time out (4 CLPL TW for example) it got
stealth nerfed pretty quick
just a heads up
GLHF
#14
Posted 17 May 2017 - 01:28 PM
https://tarogato-mwo...4c-97cdc7dc6330
36 points in Firepower but you also get 10-15% laser duration
https://tarogato-mwo...4c-5d123ce1964f
If you don't need laser duration then stick with Operations.
Edited by kapusta11, 17 May 2017 - 01:29 PM.
#15
Posted 17 May 2017 - 02:28 PM
For Operations, you have to take a bunch of silly stuff to get to the Heat Containment and Cool Run,
On the other hand, the Heat Gen while less per node is nicely inter-spaced between needed stuff like Cool down, Velocity and Range modifiers.
I am torn. I guess I am going to waste a lot of XP and C-Bills till the number cruncher guys come up with the best meta for this stuff.
#16
Posted 17 May 2017 - 02:52 PM
#17
Posted 17 May 2017 - 03:13 PM
This really depends... the more heat is produced the more advantage heat gen gives, the more cooling / dissipation you have favors coolrun. I did some calculations for my locust 1E (which has 12 heat and 7+3 heatsinks) and that just very slightly favoured heat gen over coolrun, acquiring heat gen nodes usually comes with additional nodes that are generally considered more usefull (cooldown, range and velociy) then those you get extra when acquiring coolrun (gyros, hillclimb, quick ign).
#18
Posted 17 May 2017 - 03:16 PM
It does really depend on the other nodes you get on the way. Getting Heat Capacity and Cool Down nodes both from the operations tree will keep you cooler than just the heat generation nodes from firepower... But then you do get those other firepower nodes.
Edited by Prosperity Park, 17 May 2017 - 03:17 PM.
#19
Posted 17 May 2017 - 03:20 PM
Prosperity Park, on 17 May 2017 - 03:16 PM, said:
Actually, this isn't quite true. Heat gen quirks can give you superior DPS over cool run if you get all 14 nodes, but there is a trade off in the fact you spend 4 extra nodes for heat gen (14 vs 10) and lose out in heat capacity (15% extra capacity > -10.5% heat gen). The ultimate question you have to ask is whether or not you consider the cooldown and range node to get all of the heat gen nodes worth losing a bit of SP efficiency.
Edited by Quicksilver Kalasa, 17 May 2017 - 03:22 PM.
#20
Posted 17 May 2017 - 03:29 PM
If you actually have heat sinks on your mech and multiple fire groups you won't need cool run - also if you run in a team and focus fire/run cycles you probably really barely even need the heat capacity nodes. You could instead waste those points on more heat free strikes or other marginally more useful things like being able to walk up hills and twist your mech about like an inflatable flailing arm man.
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