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What Does This Stat Mean?


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#1 War Kitten

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Posted 22 July 2017 - 05:18 PM

Greetings All,

I am taking advantage of the Hero Mech sale, I have all of 3415 MC to use and wanted to get a Hero mech (only have the Loup de Gurre), and wanted to try a heavy/assult. Still looking at the CLPT-J and the BLR-1GHE. On the battlemaster under the stats section it has one that says "External Heat Transfer -50%". Um....what exactly does this do and is it any good...never saw this before. Looking forward to trying out the new weapons.

Thank you all for any help!

War Kitten

#2 Koniving

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Posted 22 July 2017 - 05:47 PM

View PostWar Kitten, on 22 July 2017 - 05:18 PM, said:

On the battlemaster under the stats section it has one that says "External Heat Transfer -50%".
War Kitten

Discussed this recently.

Hellslinger (Battlemaster Hero) has 50% removal of environmental heat influences.
Night Gyr (all variants) have 100% removal of it.

View PostDr. Rawrsickles, on 21 July 2017 - 11:14 AM, said:

EDIT: I'm pretty sure Night Gyrs don't care whether you are playing on Terra Therma or Polar Highlands.


View PostKoniving, on 21 July 2017 - 11:27 AM, said:

This is correct. They are 100% unaffected by environment in cooling power and maximum heat threshold.
This means they suck on cold maps and are awesome on hot maps... but no matter what map they are on, they perform the same. (Unlike...everyone else.)


View PostKoniving, on 21 July 2017 - 12:09 PM, said:

Test. (Tried to edit the post above twice by adding more info and nothing is showing up.)

Okay well that's just messed up.

Welp... To be complete, HellSlinger (the Battlemaster hero mech) is like half a Night Gyr with its 50% reduction to external heat influences.
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Environments influence two things:
Maximum heat threshold with a 0 to 90% modifier (increase or reduction) with the typical cap around + or - 25%. (Polar Highlands is +25%, Tourmaline Desert is -25%).
Cooling rate, with 0 to 100% modifiers (increase or reduction) with the typical cap also around + or - 25%.

Edge cases of high percentages are in special places like the central Caldera in Caustic Valley [and cooling vats therein] and the lava in Terra Therma. Rain in Viridian Bog, blizzards in Frozen City also have special effects.
A special case is Water, which is the only special case and environmental edge case where Maximum Heat is unaffected, but cooling is given an additional 100% power (so 200% or double) but only to heatsinks considered "Submerged." Leg heatsinks count if submerged past the knees (doubles, second singles) and can count for the first set of singles by just standing on/in it. (Yep, that shallow swamp water on Viridian Bog likes your SHS). If you submerge the entire mech (need to be small enough obviously), you can completely double your cooling rate.

Great thing is all incoming fire is reduced by 50% as it passes through the water, and missiles explode on the water's surface. Bad thing is all your shots also get reduced by 50%... though nothing stops you from firing missiles out of the water or through it, so long as they don't 're-enter' the water. Their damage is still reduced. Even when it doesn't make sense (LRMs fire through the water, LRMs leave the water, hit enemy on land.. still amage as if exploding underwater)

Sadly, Night Gyr doesn't care if it's in water either, it won't pick up that bonus as it falls under external heat transfer (environmental) modifiers, which the Night Gyr removes 100% of the effects (positive and negative).


So there's a list of external heat influences. The TL;DR version is this:

Cold maps are half as cold to you.
Hot maps are half as hot to you.
Regular maps are pretty much the same.
Water only half likes you; but you're not small enough to care anyway.

(So for super fun times, play on hot maps and keep shooting while everyone else overheats!)





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