

Side Torso Destroyed-Overheat
#21
Posted 07 August 2021 - 06:48 PM
#22
Posted 08 August 2021 - 06:59 AM
Thorqemada, on 07 August 2021 - 06:48 PM, said:
Referring to the spike in heat when a side was destroy. Circa late 2018 (Jan 2019) maybe?
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Posted 28 January 2019 - 04:23 PM
Me an a lot of People have noticed, that you gain a massive heat spike while side torsos are getting destroyed. Seems like the actual present heat gets re-distributet on the remaining heat sinks which may cause an instant shutdown as the heat capacity gets reduced, but the heat stays the same.
It needs to be the other way around. The remaining heat needs to be normalized (!) on the remaining number of heat sinks resulting in a constant heat level with (just) a reduced heat capacity.
PLS address this PGI. Its really annoying when you come back from a nice and cosy shutdown (no pun intended) and just get shot into another one without having actually produced any heat!
reproducibility: always and everywhere... all chassis
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#23
Posted 09 August 2021 - 01:09 AM
If so that would be the reason...probably accompanied by the use of Heat Override.
Edited by Thorqemada, 09 August 2021 - 01:13 AM.
#24
Posted 09 August 2021 - 03:12 AM
Thorqemada, on 09 August 2021 - 01:09 AM, said:
If so that would be the reason...probably accompanied by the use of Heat Override.
There was changes to the capacity/dissipation of heat sinks however that is separate to the heat spike on LFE/cXL loss, it previously used to be that there wasn't a heat spike on loss.
#25
Posted 09 August 2021 - 03:50 AM
Thorqemada, on 09 August 2021 - 01:09 AM, said:
If so that would be the reason...probably accompanied by the use of Heat Override.
Or it was in the December 2018 patch notes at the same time that infinite Stealth was introduced.
https://mwomercs.com...atch-notes/2187
Heat System:
Destroyed Heat Sinks and Clan XL / IS Light Engine side torso destruction penalties now removes total heat threshold from the top of the available heat pool rather then from the bottom.
This will mean that instead of limiting the amount of heat your bar can be reduced to, redlining to the edge of the shutdown threshold will result in a shutdown or an overridden state if an enemy destroys Heat Sinks or damages an engine out from under you.
Heat System Design Notes: We have decided to make some back end changes to the way the heat threshold system is calculated in order to address a number of heat related display bugs that resulted in irregular heat bar behavior when components where destroyed out from under a player while they still had accumulated heat. While this change is mostly targeted to remove these heat display bugs, this will carry with it some shifts to the way that the heat system works. Especially when it comes to 'Mechs that are redlining and have their components blown out from under them. We felt this change adds a slight bit more to the risk / reward factor for those that redline their 'Mechs close to the shutdown threshold, and is most apparent when a Clan XL or Inner Sphere Light side torso destruction penalty kicks in.
Stealth Armor:
Stealth Armor now continually produces 1.5 heat per second while activated.
Active Stealth Armor no longer removes heat dissipation while active.
#26
Posted 12 August 2021 - 06:32 AM
From 91% health, slightly overcooked it, should be ok right... no. entire mech is suddenly lost to a compounding heat sum.
First torso popped after the heat UI reports it has cooled back to under 100% too.
#27
Posted 12 August 2021 - 09:54 AM
jjm1, on 12 August 2021 - 06:32 AM, said:
From 91% health, slightly overcooked it, should be ok right... no. entire mech is suddenly lost to a compounding heat sum.
First torso popped after the heat UI reports it has cooled back to under 100% too.
What the serious **** is that ****?!?!
Edited by Remover of Obstacles, 12 August 2021 - 04:58 PM.
#28
Posted 12 August 2021 - 05:27 PM
#29
Posted 13 August 2021 - 07:00 PM
Aria of Fire, on 12 August 2021 - 05:27 PM, said:
I wasnt able to locate how much internal structure damage is done per second. But from a few posts, it does not appear to be a flat rate but utilizes a formula which includes mech tonnage, possibly including engine rating. CT, RT and RA was generating Internal structure damage. There was a post from 2013 where Kyle posted a formula but the numbers do not come close, or they are off by a decimal

Viper 40ton w/320 engine rating XL
ST - 20 IS points - Flashed 2x, being destroyed on the 2nd flash
Legs - 20 IS ponts / Left Leg flashed once
Arm - 12 IS points / Flashed 2x and in sync with Right ST
CT - 24 IS points - Flashed 2x yellow then red
With the above, even if override had not been enabled, then all of that IS damage would have gone to the CT and it would have popped that cherry at 3 seconds. If the RNG had selected the other leg for one of those Right ST crits, that may have been enough to allow heat to drop below 100% mark.
Base Heatbar = 51.0 heat points (base 10 DHS plus 2 external DHS, one in each ST)
Base Dissipation Rate = 2.64/s
Revised Heatbar max on Side Torso Loss = 42.5 heat points
Heatbar Loss = 16.7%
New Dissipation rate = 1.54/s
Heat Dissipation Loss = 41.67%
He was overheated for at least 5 secs before he lost the 2nd ST. 5s*1.54/s = 7.7 heat cooled off, still shy of the 8.5, or hitting the 100% mark. Of course while still moving there was still some heat being generated.
#30
Posted 14 August 2021 - 01:47 PM
Half Ear, on 13 August 2021 - 07:00 PM, said:
I'm pretty sure overheat damage is also influenced how much you're over the redline (not that it much matters in this case with the viper), and that shutdown, while redirecting all the OH damage to CT is also reducing it substantially. Really stupid meme machines like the below build will die very quickly with override and a full alpha, but will shutdown for like a minute and still survive if you let the thing actually shut down.
https://mech.nav-alp...eba9373_MAD-4HP
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