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A Note On Heat Containment


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#21 STEF_

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Posted 22 August 2017 - 10:55 AM

View PostDimento Graven, on 22 August 2017 - 10:50 AM, said:

Reading comprehension much: I didn't say it wasn't a buff for lasers, what I did say was that it is a buff to ALL heat generating weapons, and it is.



which are mainly energy weapons, right?


'Cause reading comprehension says "ac10 generates 3 heats, LPL generates 7.25 heats"

And I tell you more: this is a straight buff to heavy and assaults,....guess why Posted Image

Edited by Stefka Kerensky, 22 August 2017 - 10:58 AM.


#22 Brain Cancer

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Posted 22 August 2017 - 10:57 AM

Chris, your feedback is honestly and greatly appreciated, especially seeing the Outreach topic on the subject. It's good to see responses showing up here as well, as it's a significant issue.

#23 Dimento Graven

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Posted 22 August 2017 - 10:59 AM

View PostStefka Kerensky, on 22 August 2017 - 10:55 AM, said:

which are mainly energy weapons, right?


And I tell you more: this is a straight buff to heavy and assaults,....guess why :)
But they're not the only weapons that are going to benefit from this.

I imagine those multi RAC/AC/UAC/SRM/LRM/Flamer/PPC builds are still going to see an appreciable benefit to this.

Really the only weapon system I can think of that doesn't get a darn thing from this, or at least, an EXTREMELY limited benefit (to the actual point of being a difference that makes no difference) is gauss.

#24 STEF_

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Posted 22 August 2017 - 11:02 AM

View PostDimento Graven, on 22 August 2017 - 10:59 AM, said:

But they're not the only weapons that are going to benefit from this.

I imagine those multi RAC/AC/UAC/SRM/LRM/Flamer/PPC builds are still going to see an appreciable benefit to this.

Really the only weapon system I can think of that doesn't get a darn thing from this, or at least, an EXTREMELY limited benefit (to the actual point of being a difference that makes no difference) is gauss.

To be clear, I'm not against this fix.

In my first post, I asked for a uac and gauss buff (in cooldown, above all)

#25 Dimento Graven

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Posted 22 August 2017 - 11:09 AM

View PostStefka Kerensky, on 22 August 2017 - 11:02 AM, said:

To be clear, I'm not against this fix.

In my first post, I asked for a uac and gauss buff (in cooldown, above all)
I'd like gauss range to be extended to beyond ERPPC range. Beyond that... Yeah, cycling the charge rate down even further, and elimination of the 2 simultaneous fire restriction would be nice (an interesting replacement to the 2 simultaneous fire restriction would be that gauss would have to reload in series, so if you had more than one gauss rifle and fired them all at once, one would have to reload, then the other, then the other, etc., before you could charge and fire all of them at one, however, you could still charge and fire any loaded gauss at any time, just any that weren't loaded wouldn't charge or fire, AND, while charging any loaded gauss to fire, reloading for emptied weapons would stop).

I don't like AC/UACs/RACs, they still tend to operate too much like 'drink from the fire hose' type weapons in the current implementation, especially when firing two or more simultaneously.

Edited by Dimento Graven, 22 August 2017 - 11:10 AM.


#26 STEF_

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Posted 22 August 2017 - 11:34 AM

View PostDimento Graven, on 22 August 2017 - 11:09 AM, said:

I'd like gauss range to be extended to beyond ERPPC range. Beyond that... Yeah, cycling the charge rate down even further, and elimination of the 2 simultaneous fire restriction would be nice (an interesting replacement to the 2 simultaneous fire restriction would be that gauss would have to reload in series, so if you had more than one gauss rifle and fired them all at once, one would have to reload, then the other, then the other, etc., before you could charge and fire all of them at one, however, you could still charge and fire any loaded gauss at any time, just any that weren't loaded wouldn't charge or fire, AND, while charging any loaded gauss to fire, reloading for emptied weapons would stop).

I don't like AC/UACs/RACs, they still tend to operate too much like 'drink from the fire hose' type weapons in the current implementation, especially when firing two or more simultaneously.

Imagine: there IS a reason why I'm mainly using lasers, instead of my (ex-) go-to ballistic weapon (gauss and uac10)

#27 Dimento Graven

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Posted 22 August 2017 - 11:39 AM

View PostStefka Kerensky, on 22 August 2017 - 11:34 AM, said:

Imagine: there IS a reason why I'm mainly using lasers, instead of my (ex-) go-to ballistic weapon (gauss and uac10)
Still using my gauss. There's enough potatoes, who even in spite all the flipping help PGI can provide, who still play like potatoes, that the game is still moderately interesting when I'm not in the mood for Empyrion Galactica or so drunk I have to go 'twitch gaming' and load up Path of Exile.

Edited by Dimento Graven, 22 August 2017 - 11:40 AM.


#28 Davegt27

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Posted 22 August 2017 - 12:24 PM

Quote

Chris, your feedback is honestly and greatly appreciated, especially seeing the Outreach topic on the subject. It's good to see responses showing up here as well, as it's a significant issue.


Brain which outreach topic is that?
you have a link

#29 Navid A1

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Posted 22 August 2017 - 12:30 PM

So, Chris.

A very serious question!

Heat containment skill has always applied to the base 30 heat... since closed beta!
Was that working as intended?

If yes, then PGI failed to convey the change correctly in the skill tree patch notes

If no, then I'm gonna lose faith in PGI even more since details as fundamental as this are not known to PGI.

#30 Chris Lowrey

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Posted 22 August 2017 - 01:39 PM

View PostNavid A1, on 22 August 2017 - 12:30 PM, said:

So, Chris.

A very serious question!

Heat containment skill has always applied to the base 30 heat... since closed beta!
Was that working as intended?

If yes, then PGI failed to convey the change correctly in the skill tree patch notes

If no, then I'm gonna lose faith in PGI even more since details as fundamental as this are not known to PGI.


I have no idea, I've only been on the project for 9 months, and even if I could track down who originally implemented the skills under the older system, there is no guarantee that they are with the company anymore to where I could ask why.

I can't control what was done 5 years ago during beta. I can only affect what we are doing now, and moving forward.

#31 Brain Cancer

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Posted 22 August 2017 - 01:40 PM

Quote

Brain which outreach topic is that?
you have a link


https://www.reddit.c...ent_nodes_only/

Quote

I have no idea, I've only been on the project for 9 months, and even if I could track down who originally implemented the skills under the older system, there is no guarantee that they are with the company anymore to where I could ask why.


Lostech.

Someone find Chris the equivalent of the Helm Core, stat.

#32 Alexander of Macedon

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Posted 22 August 2017 - 02:06 PM

Man, the jokes about MWO code being lostech are true enough that it hurts.

#33 MechaBattler

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Posted 22 August 2017 - 02:19 PM

PGI's track record isn't great. But I appreciate the effort that Chris is so clearly putting in to fixing and improving on elements of the game that were implemented so long ago as to perfectly fit the lostech joke. Especially the effort made to communicate information to us here. Something that the temperament of the forum community has made an unappealing action at times.

#34 Navid A1

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Posted 22 August 2017 - 02:26 PM

View PostChris Lowrey, on 22 August 2017 - 01:39 PM, said:


I have no idea, I've only been on the project for 9 months, and even if I could track down who originally implemented the skills under the older system, there is no guarantee that they are with the company anymore to where I could ask why.

I can't control what was done 5 years ago during beta. I can only affect what we are doing now, and moving forward.


I know that you recently started working on MWO, and I'm grateful that you addressed the issue. What you are doing is actually great. Sorry if my post implied otherwise


Its just frustrating because its not the first time seeing developers being unaware of well known fundamentals. I remember Russ not being aware of how sub-250 engines with less than 10 engine double heat sinks (Truedubs) were losing on heat dissipation since the extra required external double heat sinks (poordubs) were not dissipating 0.2 heat.
It took 5 minutes of explaining on a podcast.
The rate of heat loss quirks on the locust, adder, kitfox, etc... with sub-250 engines are the result of that (mechs like the cheetah are still missing out)

Or when mechs with additional leg structure quirks took more fall damage because fall damage used to be percentage based!. It was discovered by a player just out of curiosity!


Bug reports like incorrect weight for XL100 engines still remain un-answered


So, there is a little bit of frustration going on when things like this happen.
However, this by any means does not mean that what you are doing is not appreciated.

#35 Davegt27

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Posted 22 August 2017 - 02:29 PM

yeah watch out Chris people are complaining about what they perceive how things should work instead of
how things actually work



I looked at one of my Mechs and I have +15% heat containment, so my shut down point would change from 100% to shut down point to 115% until shut down right?? so having a higher heat containment does help right? the time it takes to restart the Mech after shut down is what is saved but also lets say your Mech is operating at 90% you can fire your weapons as long as it is not exceed 115%

#36 Brain Cancer

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Posted 22 August 2017 - 03:36 PM

Heat Containment doesn't change your overheat bar, it's still representing a point between ice cold (0%) and shutdown (100%), it just takes a bit more to get from 0->100.

#37 Ghogiel

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Posted 22 August 2017 - 03:50 PM

Now we can all go back into the skill tree for more tweeking!yay

#38 A Really Old Clan Dude

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Posted 22 August 2017 - 04:51 PM

Well done Chris.

One, telling us that what we believed was correct, tested by your team and proven to be so.

two, giving us a expected resolution and time line for remediation.

Those mechs boating heavy lasers will look forward to this.

#39 El Bandito

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Posted 22 August 2017 - 09:47 PM

Glad the issue is finally getting fixed. Clan mechs will benefit more from this, in general. My HBRs, EBJs, MAD-IICs, HBK-IIC-As are ready.

Edited by El Bandito, 22 August 2017 - 09:49 PM.


#40 Pjwned

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Posted 22 August 2017 - 10:14 PM

View PostStefka Kerensky, on 22 August 2017 - 10:27 AM, said:

and on the other hand, fixing "heat cont" is also a direct buff to laser. A thing that we really don't need, after that infamous stooopid gauss and uac nerf


View PostStefka Kerensky, on 22 August 2017 - 10:41 AM, said:

LOL.
u are not serious right? I hope

Because u know, 1° grade math:

(for instance):
ac10+ammo-----> 12 tons+tons for ammo =10 dmg
LPL -----> 10 dmg for 7 ton... AND YOU CAN INVEST THOSE FIVE AND MORE FREE TONS IN DHS.

So, yes, IT IS a straight buff to laser.


How would you screw it up handle it then? Just leave it as is is now?

That's a rhetorical suggestion by the way, because that's so immensely dumb.

View PostStefka Kerensky, on 22 August 2017 - 10:55 AM, said:


which are mainly energy weapons, right?


'Cause reading comprehension says "ac10 generates 3 heats, LPL generates 7.25 heats"

And I tell you more: this is a straight buff to heavy and assaults,....guess why Posted Image


It generates less heat but it also fires more often, so its heat per second is not really so much less than LPL.

It still helps ballistics about as much, stop being a baby.

Edited by Pjwned, 22 August 2017 - 10:15 PM.






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