Side Torso Heat Spike ?
#1
Posted 13 December 2018 - 12:22 PM
#2
Posted 13 December 2018 - 12:24 PM
#3
Posted 13 December 2018 - 12:25 PM
#4
Posted 13 December 2018 - 12:26 PM
#5
Posted 13 December 2018 - 12:28 PM
Nightbird, on 13 December 2018 - 12:25 PM, said:
Making Luffies generate more heat on ST loss is still a thousand times better than immediately dying upon side torso loss. This will not change the meta, it will just reduce quality of life a bit.
#6
Posted 13 December 2018 - 12:32 PM
#7
Posted 13 December 2018 - 12:42 PM
#8
Posted 13 December 2018 - 01:12 PM
#9
Posted 13 December 2018 - 01:12 PM
#10
Posted 13 December 2018 - 01:14 PM
Racerxintegra2k, on 13 December 2018 - 12:22 PM, said:
The benefit of the change as per the patch notes:
Quote
Sadly this change has done nothing to address the mostly targeted part - heat bug - as the heat bug (broken dissipation bar) is still well and truly there. I've seen two separate examples of it since the patch already so less than 48hrs.
The main benefit was the bug. The bug was not fixed. This clip here is essentially what we are left with:
https://clips.twitch...aguarTwitchRaid
If you make a mistake and overheat then you're essentially dead if you lose a torso as you are out of the match for 8 seconds. If you don't get dual-overheat and you are sitting at approx 85% and lose a torso you will also shut down, again gimped for 4 seconds. This is a huge slap in the face to brawlers who are spreading damage and engaging in such playstyle.
That to me ruins game play flow and greatly reduces fun/enjoyment.
Worst part is I was sooooo upbeat about the past 2 patches and then the Dec patch. Then actually playing a single game with this new torso loss / heat spike mechanic last night. Ridiculous. You are essentially being punished for shooting (high on heat) and rewarded for being passive (low on heat).
It also seems to be inconsistent amounts of heat spike when losing a torso. There are things that affect it like map, mech, engine, how many H/S's you lose when torso is taken off etc etc. A whole entirely new bunch of variables people have to account for that are overly complicated.
Once again this is not doing anything positive for fun gameplay IMO.
Edited by justcallme A S H, 13 December 2018 - 01:22 PM.
#11
Posted 13 December 2018 - 01:20 PM
Kubernetes, on 13 December 2018 - 01:12 PM, said:
Technically its exactly the same in Battletech. When you lose heatsinks due to destruction or melting (through the heatsink taxing rule where if you generate 5 heat more than your heatsinks can handle in a single turn, there's a roll to see if you lose a heatsink due to it rupturing), you keep the heat and just lose the ability to cool it.
The heat emanates from one of two sources: The weapon itself or the reactor spiking to produce the energy needed to fire. BT rules for heat treat all heat as coming from the reactor for simplicity, and this change also treats all heat as coming from the reactor (engine).
The heat isn't in your heatsinks until it is "cooled" so to speak. Since MWO only has a two stage heat system (stage one make heat, stage two its wilted away).
#12
Posted 13 December 2018 - 03:01 PM
The above at least one poster noted the heat bug and not display bug is still alive.
This is my POV of how that works, and it is based on how PGI posted on how the initial 20% engine heat dissipation works. It is possible that with the changes and the skill nodes the database may be frak.
Current heat bar/scale is 30 base + 20 engine HS (SHS or DHS) = 50, then if any additional HS, add DHS 0.5 heat capacity/ SHS 0.75 per sink
https://mwomercs.com...41840-16oct2018
- 30 base + 20 from 10 engine HS = 50 heat capacity = 100% heat bar
- Destroy ST which removes 4 HS, leaving 6 HS .. 30base + 12 = 42 heat capacity.for new 100% heat bar
- adding for mech with no additional HS
- 50 heat capacity = 100%
- ST destroyed: new 42 heat capacity which is a 16% change in the heat capacity but it is not reflected in the percentage mark, which still shows 100% mark. This new mark should be changed to show the new percentage at 84% but lets leave it at that cause there is still heat bug issues that is not just visual.
Quote
https://mwomercs.com...tober-road-map/
Quote
New heat penalties when a 'Mech equipped with a Clan XL engine loses a side torso.
- The 'Mech will lose 20% of the heat sinks in the engine.
- This percentage is calculated as the total of the heat sinks integral to the engine as well as any equipped in its heat sink slots.
- The lost heat sinks are removed from those integral to the engine
Edited by Tarl Cabot, 13 December 2018 - 03:12 PM.
#13
Posted 13 December 2018 - 09:17 PM
https://www.twitch.t...488?t=01h06m01s
Check it out (and give him a follow too, v.good to watch and learn from him).
Seems there is some variance as to what mechs take what damage. Could be how many DHS you lose when taking a loss to torso. Some mechs take more damage than others. Granted the B-ASP (first example) the heat was 2-3% higher. Also remember no JJs being used here, those will also further complicate things as will moving or standing still.
Anyway interesting stuff.
I really don't agree with this change either way simply because it looks like it's gonna hurt anyone that accidentally shuts down (leaves override on) and then loses a torso. Being shut-down locked for 8seconds is going to suck badly.
Edited by justcallme A S H, 13 December 2018 - 09:19 PM.
#14
Posted 13 December 2018 - 09:54 PM
#15
Posted 13 December 2018 - 09:56 PM
there is no logical point behind it.
Also, to people who say "manage your heat better"... I rarely rely on override, since I can MANAGE my heat around 90%.
Yet when I try to torso twist to avoid damage, a side torso pop means I'm dead in one way or the other, no matter what.
yeah... MANAGE my heat... you mean avoid firing my weapons right?
My god, this community... go play table top or something.
Edited by Navid A1, 13 December 2018 - 09:57 PM.
#16
Posted 13 December 2018 - 10:39 PM
Koniving, on 13 December 2018 - 01:20 PM, said:
The heat emanates from one of two sources: The weapon itself or the reactor spiking to produce the energy needed to fire. BT rules for heat treat all heat as coming from the reactor for simplicity, and this change also treats all heat as coming from the reactor (engine).
The heat isn't in your heatsinks until it is "cooled" so to speak. Since MWO only has a two stage heat system (stage one make heat, stage two its wilted away).
But it literally is in the sinks in MWO. They provide heat capacity. The fact that they do is fundamental to the recent change because losing them reduces your heat capacity. But, logically any heat in a sink should go with it when it falls off.
I think there is an argument to be made that the mechanic is so silly that it shouldn't exist. Regardless of any balance or meta considerations. Obviously "it's just a game" etc, but we're supposed to be roughly simulating a physical process here. Like, if I'm holding a hot potato, and I drop it, do I get hotter? Of course not. That would be utter madness.
#17
Posted 13 December 2018 - 11:01 PM
Despite the bugs, and details as to how this is achieved technically, this is conceptually bad for gameplay as it can cripple a mech easily. And the impact differs based on how recently the target fired (even while managing your heat properly).
eg. If I fire my weapons and then lose a torso within 0.5 seconds im probably crippled for 10+sec. yet if i fire my weapons and then lost my torso ~4.5 seconds later just before i fire again, I'm probably fine. This is due to the problem of spiking heat vs the new implementation.
(please stop with random guesses as to how it works, do proper testing like Bowser and Navid. More testing using the same methods but more variation of builds and maps may give us enough data to determine a pattern and a cause. BUT only if your testing it isolated correctly ie only change one variable at a time then re-test)
Edited by Kamikaze Viking, 13 December 2018 - 11:02 PM.
#18
Posted 13 December 2018 - 11:07 PM
I think it encourages more build variety which is what the stealth changes did as well this patch. Hopefully we'll see more builds using standard engines for redline builds and PPCs to counter stealth. Give the community time to balance builds around these changes and I think we'll see the changes were a pretty decent decision.
#19
Posted 13 December 2018 - 11:18 PM
#20
Posted 13 December 2018 - 11:33 PM
Edited by denAirwalkerrr, 13 December 2018 - 11:33 PM.
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