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Overheat. Consequences


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#1 clop1000

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Posted 06 June 2018 - 03:12 AM

What are the consequences of the overheating?
I always thought that when you overheat your mech it automatically goes in shutdown mode, pilot waits some time and crank this pile of metal up. It was such way in all previous mechwarrior games. (MV2,MV3,MV4)

But recently I noticed that I had gotten my central torso damaged somehow and i had all my armor intact. I figured it was because of the overheat...
And I didn't have the override feature turned on... I definitely was off, I was paying attention to it.

How could this possibly be?

#2 El Bandito

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Posted 06 June 2018 - 03:17 AM

You continuously take 20 internal damage on a random location of your mech when you over heat, with the exception on your cockpit. Shut down while overheating reduces the damage by 90%--I think.

Edited by El Bandito, 06 June 2018 - 03:17 AM.


#3 clop1000

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Posted 06 June 2018 - 03:20 AM

View PostEl Bandito, on 06 June 2018 - 03:17 AM, said:

You continuously take 20 internal damage on a random location of your mech when you over heat, with the exception on your cockpit. Shut down while overheating reduces the damage by 90%--I think.

Every second?

Edited by clop1000, 06 June 2018 - 03:21 AM.


#4 El Bandito

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Posted 06 June 2018 - 03:33 AM

View Postclop1000, on 06 June 2018 - 03:20 AM, said:

Every second?


Not sure about the exact intervals, or whether overheating too much will make the intervals faster or not.

#5 Xeno Phalcon

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Posted 06 June 2018 - 04:17 AM

Yeah you can melt your mech even when shut down if your heat spike is high enough, typically though you see it more from people overriding the shutdown sequence ("O" key IIRC) and continuing to fire, which can be a useful if desperate tactic when your about to die to squeeze out a extra shot or two before your downed - or blow yourself up but the preferred use is to prevent shutdown so you can keep moving as a bit of internal damage is typically much preferred to having your pants down for several seconds.

#6 Verilligo

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Posted 06 June 2018 - 04:37 AM

View PostEl Bandito, on 06 June 2018 - 03:33 AM, said:


Not sure about the exact intervals, or whether overheating too much will make the intervals faster or not.

There's definitely a rate aspect to it as well as magnitude. If it was just a flat 20 internal damage every X seconds, then light overheats would do significantly more damage than present... and Direstars would survive for longer than a fraction of an instant.

#7 Nightbird

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Posted 06 June 2018 - 06:39 AM

Heat damage based on tonnage now.

#8 El Bandito

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Posted 06 June 2018 - 07:02 AM

View PostNightbird, on 06 June 2018 - 06:39 AM, said:

Heat damage based on tonnage now.


And what are the values?

#9 Nightbird

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Posted 06 June 2018 - 07:04 AM

Wasn't shared, typical PGI

#10 TakesTarosLegs

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Posted 09 June 2018 - 12:23 PM

So if you're taking dmg for being overheated does that mean that flamers will begin to do some actual dmg if used on an overheated mech? I'm a bit new so I'm confused on certain aspects.

#11 AEgg

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Posted 09 June 2018 - 03:00 PM

At one time overheating could cause ammo explosions. Pretty sure they got rid of that, though, I think it's just straight internal damage now.

#12 JediPanther

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Posted 09 June 2018 - 04:44 PM

Most the time riding the over heat fries out your mech. It can set off ammo too. not sure that the damage is,how much or how random it goes to your internal components but I'd rather over ride and try getting to cover to cool down than shut down in front of the enemy.

Seen lots of people override,cool shot and alpha, cool shot again. Heat management is a consumable more than a skill for most. When I over ride I'm expecting to die very quickly most the time since I'm usually in a light with isxl. Cool shots would just be a waste of c-bills to me.

#13 AzureRathalos

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Posted 09 June 2018 - 09:59 PM

View PostPromessa, on 09 June 2018 - 02:41 PM, said:

flamers have no heat effect beyond taking a mech to 90% heat and holding it there. Dissipation is the same, so if you're shutdown with 130% heat, it will cool down the same until 90%


*Waves a cane*

Back in my day (Mechwarrior 2), there was no cap to flamer heat. You just load something like a Fire Moth full of Flamers and double-tap kill things. First burst puts the enemy to 100% and shuts them down. Second puts them way over limit and they just blow up.

#14 El Bandito

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Posted 09 June 2018 - 11:56 PM

View PostAEgg, on 09 June 2018 - 03:00 PM, said:

At one time overheating could cause ammo explosions. Pretty sure they got rid of that, though, I think it's just straight internal damage now.


I think it still exists. My Gauss exploded while I was overheating in my Deathstrike, with no one else damaging me.


View PostAzureRathalos, on 09 June 2018 - 09:59 PM, said:

*Waves a cane*

Back in my day (Mechwarrior 2), there was no cap to flamer heat. You just load something like a Fire Moth full of Flamers and double-tap kill things. First burst puts the enemy to 100% and shuts them down. Second puts them way over limit and they just blow up.


I preferred the Inferno SSRMs GBL expansion had. Even back in MW2 days, companies were making non-canon weapons.

Edited by El Bandito, 09 June 2018 - 11:57 PM.


#15 Ssamout

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Posted 10 June 2018 - 06:17 AM

View PostEl Bandito, on 09 June 2018 - 11:56 PM, said:


I think it still exists. My Gauss exploded while I was overheating in my Deathstrike, with no one else damaging me.



Never had ammo going off from overheating, but plenty of gauss explosions. Would be fun to know if there really is a difference.

And I normally run overriding all the time, except the times I'm drunk and forgot (and usually die bcause of that).

Edited by Ssamout, 10 June 2018 - 06:18 AM.






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