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Coolshots Tweak?


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#1 The6thMessenger

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Posted 28 July 2018 - 05:38 AM

I have been rocking with the 108 alpha direwolf. Yeah it's impractical as ****, but what lets me out a god damn heavy alpha quickly is my two coolshots - it cooling 16.8 heat is very important, and given the 5.75s of CD after my next alpha with 3.5 dissipation, that is 20.125 dissipated heat a total of 36.925 heat subtracted from 71.8 total heat of 108 alpha.

I really get that the dire at that build is really really really really ******* impractical, i do. And we shouldn't just base alpha concerns with a poor example.

But where i am going with this is that, apply this to other cooler builds like 4x ERML + 2x HLL, and that coolshot + heat dissipation works wonders why they could let off a lot of alpha. Sure it's just two, but all things considering, extra shots could be a difference from a crippled and dead mech, to just a reddened mech.

So my proposal is this, to keep the usability of cool-shots, we can compensate with more heat but less flash-cooling but just as assisted-cooling.

What if we raise the duration long enough, but to compensate the cooling? For scale, the current coolshot cools 14 to 16.8 heat under 1 second. My idea would raise heat cooling to 24 - 36, but cooling duration to 10s. This way there is still cooling involve, but it's less flash-freeze but it will only be good in dissipation.

Another system could be assisted cooling, as in it will assist cooling between 24 to 48 heat at fixed dissipation rate, like +2 to +3 heat dissipation, and will only cool when toggled, and when heat is above 0%.

[POLL]

Edited by The6thMessenger, 28 July 2018 - 05:40 AM.


#2 El Bandito

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Posted 28 July 2018 - 06:35 AM

I like the idea of slower cooling. Current coolshots are still game changers, despite their repeated nerfs. I personally want coolshots to be available for everyone for free, in order to bridge the gap between haves and have-nots, but PGI wants its C-Bill sink.

Edited by El Bandito, 28 July 2018 - 06:37 AM.


#3 Dragonporn

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Posted 28 July 2018 - 06:48 AM

Coolshot is brutally overpowered consumable, I'm pretty surprised we don't see a lot of complaints about it. Two Strikes and UAV have counterplays, such as smoke which lets mechs clear out + portion of RNG on blasts, so it can be completely dodged, even maxed out, which wastes 40k c-Bill, which is good.

UAV is second in power after coolshot, but it relies on good placement, which means you have to walk in "hot" areas and risk your life, and can simply be shot down, which completely negates its effect, which is, again, perfectly fine.

With Coolshot you cannot miss, it is best consumable you always wanna keep with pretty much any mech you run, skilled or not. As I imagine, design of it should have been something like emergency button, to prevent yourself from shutdown or explosion, when you cannot afford override, and just save your life. But in reality it used (by me too, every single time) to fire two superheavy alphas consequently instead of one.

I'm not sure how it should be reworked, but it sure as hell needs some (I'd say backbreaking) nerfs to actually have some sort of counterplay (or not so convenient usability) and don't add up to already pretty bad laservomit ttk issue, as it currently does.





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