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How To Calculate The Effectiveness Of Coolrun And Heatgen


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#1 Kin3ticX

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Posted 13 November 2017 - 12:20 PM

I was goofing with skill trees and decided to share how someone goes about figuring out whats going on with heatgen and coolrun.

Step 1: Go to smurfys, build your mech, goto weapons lab, get 2 numbers.

Posted Image

Step 2: Now you are going to compare two skill tree builds where you are wondering which is better. Obviously if you have the points to get max coolrun and max heat gen, you dont need this. If you can't get max of both, this might come in handy.

I built two trees on a HBR, take note on how many heat gens and coolruns you have in each test tree

tree 1: 7 heat gens, 5 coolruns

tree 2: 11 heat gens, 3 coolruns

Step 3: Complicated (not really) Mathz

Posted Image

here is a link to the simple spreadsheet (sorry its ugly i made it fast)
https://docs.google....dit?usp=sharing

Step 4: Results

Cooling wise its a wash, but I do gain ~4% range and some cooldown going for the heatgen along the way. Going for coolrun is cooler only by a tiny tiny amount.

So clearly tree 2 is better.

Edited by Kin3ticX, 13 November 2017 - 01:51 PM.


#2 Growlly

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Posted 13 November 2017 - 02:13 PM

The result favoring Tree 2 makes sense to me because it always seems easier to reduce heat problems by taking off a hot weapon than adding enough heatsinks to compensate for it.

#3 Kin3ticX

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Posted 13 November 2017 - 03:09 PM

View PostGrowlly, on 13 November 2017 - 02:13 PM, said:

The result favoring Tree 2 makes sense to me because it always seems easier to reduce heat problems by taking off a hot weapon than adding enough heatsinks to compensate for it.



The HPS is ~double that of the CPS. The heat gens have more bang but they take more points to reach depending on how many points it takes to reach clusters of them. It only takes 17pts to get max coolrun, however, even though its 2% per skill, CPS is also about half that of HPS (in this mech)

So it gets tricky because we are talking

.75% per skill on 8.77 HPS

&

2% per skill on 4.25 CPS

Edited by Kin3ticX, 13 November 2017 - 03:11 PM.


#4 Tarogato

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Posted 13 November 2017 - 04:33 PM

Here's the smurfy for the mech: http://mwo.smurfy-ne...909f9848d9f0a0f

Smurfy heat/s: 8.77
Smurfy dissipation: 4.25


Smurfy has the dissipation right, but before heat/sec it assumes that you are firing all weapons as fast as they will fire. Consider that with a loadout like 2x cHLL + 4x cERML you won't fire your cERML until the cHLL is ready to fire again. So instead of adding the heat/sec of both weapons together, you need to add the heat of both weapons, and then divide by the largest cooldown value. For this build, that would give you a corrected alpha heat/sec of 7.83. This better reflects how the loadout is actually used in game. BUT... this is nitpicking. It doesn't actually affect the results at all whatsoever.



Here's the three trees you provided on reddit:

Your first skill tree (5 coolrun, 7 heatgen, max tweak, ECM, minimal survive)
Second skill tree (3 coolrun, 11 heatgen, max tweak, ECM, minimal survive)
Third skill tree (5 coolrun, 11 heatgen, no mobile, ECM, most survive)









First let's talk about the Survive tree you did in the third tree.
Spoiler






ECM tree
Spoiler








Firepower vs Ops
Spoiler

Edited by Tarogato, 13 November 2017 - 04:33 PM.


#5 Kin3ticX

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Posted 13 November 2017 - 05:01 PM

View PostTarogato, on 13 November 2017 - 04:33 PM, said:

Here's the smurfy for the mech: http://mwo.smurfy-ne...909f9848d9f0a0f

Smurfy heat/s: 8.77
Smurfy dissipation: 4.25


Smurfy has the dissipation right, but before heat/sec it assumes that you are firing all weapons as fast as they will fire. Consider that with a loadout like 2x cHLL + 4x cERML you won't fire your cERML until the cHLL is ready to fire again. So instead of adding the heat/sec of both weapons together, you need to add the heat of both weapons, and then divide by the largest cooldown value. For this build, that would give you a corrected alpha heat/sec of 7.83. This better reflects how the loadout is actually used in game. BUT... this is nitpicking. It doesn't actually affect the results at all whatsoever.



Here's the three trees you provided on reddit:

Your first skill tree (5 coolrun, 7 heatgen, max tweak, ECM, minimal survive)
Second skill tree (3 coolrun, 11 heatgen, max tweak, ECM, minimal survive)
Third skill tree (5 coolrun, 11 heatgen, no mobile, ECM, most survive)









First let's talk about the Survive tree you did in the third tree.
Spoiler






ECM tree
Spoiler








Firepower vs Ops
Spoiler




Wow, that was a lot of work. Nice

I'm going to have to try going down the left side of the OPs tree like that Posted Image

(and doing the 3 of 4 burntime)

Edited by Kin3ticX, 13 November 2017 - 05:02 PM.


#6 Kin3ticX

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Posted 13 November 2017 - 06:28 PM

thats my first game with Tarogatos build, felt like i was gonna win for sure, then everyone melted....... :D :(

Posted Image

#7 J0anna

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Posted 10 December 2017 - 02:30 PM

Probably one of the clearest ways to weigh the value of heat gen vs cool run. Nice work.





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