Just Coming Back After A Few Year....is It Just Me Or Are Clan Weapons Really Fricken Heat Intensive Now?
#1
Posted 20 September 2024 - 02:10 PM
I mean I am literally not enjoying any of my clan mechs because they just seem to melt.
#2
Posted 20 September 2024 - 02:22 PM
Clan mechs are still stronk though.
#3
Posted 20 September 2024 - 04:26 PM
#4
Posted 20 September 2024 - 07:49 PM
I did not notice any major Clan heat nerf... and I play both IS + Clan Assault mechs a lot...
Both IS+Clan MPL generated less heat since Jan 2024 patch:
https://mwomercs.com...0-23january2024
You can inspect the patch history for all weapon/equipment/mech heat related changes since April 2021 here:
(aka MWO/Cauldron patches):
https://mwomercs.com...auldron-changes
===============================
Also - MWO made the same coolshot effect spread over a longer period for both IS+Clan.
Less efficient, to help discourage huge alpha's hopefully.
https://mwomercs.com...-21november2023
Quote
COOLSHOT CONSUMABLE:
- Extra cooling duration Increased to 7.0 seconds (from 3.0)
- Extra cooling strength decreased to 2.0 heat/second (from 4.667)
Edited by w0qj, 20 September 2024 - 07:55 PM.
#5
Posted 21 September 2024 - 09:58 AM
Oh well. Cauldron gonna Cauldron.
#6
Posted 21 September 2024 - 01:21 PM
kalashnikity, on 21 September 2024 - 09:58 AM, said:
It wasn't because of blue laser spam........it was because of how strong mid range laser vomit was for Clans. Even before DHS were upgraded to all true dubs in 2018, Clan laser vomit had a huge advantage in alpha, range, and sustained damage.
Edited by Quicksilver Aberration, 21 September 2024 - 01:22 PM.
#7
Posted 22 September 2024 - 03:51 PM
IS skill tree nodes are 25% better at 0.75 per node instead of 0.6 for heat gen. You don't have to cool heat you never get.
All of that on top of quirks that are typically much better for IS mechs and IS weapons that are naturally cooler.
IS Double Heat Sink: 0.22 h/s dissipation, 0.50 heat capacity
Clan Double Heat Sink: 0.20 h/s dissipation, 0.50 heat capacity
Single Heat Sink: 0.15 h/s dissipation, 0.85 heat capacity
Edited by Remover of Obstacles, 22 September 2024 - 04:09 PM.
#8
Posted 22 September 2024 - 05:11 PM
Remover of Obstacles, on 22 September 2024 - 03:51 PM, said:
IS skill tree nodes are 25% better at 0.75 per node instead of 0.6 for heat gen. You don't have to cool heat you never get.
All of that on top of quirks that are typically much better for IS mechs and IS weapons that are naturally cooler.
IS Double Heat Sink: 0.22 h/s dissipation, 0.50 heat capacity
Clan Double Heat Sink: 0.20 h/s dissipation, 0.50 heat capacity
IS mechs get at most 10% (barring some really really bad mechs like the Vindi), most IS mechs however are limited by how many DHS they can even mount in the first place because well, most of their weapons are heavier and take up more space just like their upgrades like Endo/Ferro and also the liability that is IS XL on a majority of mechs so even safe engines are heavier (ie LFE). The end result is a lot of bandaids to help fix a problematic foundation.
#9
Posted 22 September 2024 - 07:40 PM
Quicksilver Aberration, on 22 September 2024 - 05:11 PM, said:
Correct, just trying to add context why 16 DHS on an IS mech seems much cooler than 26 DHS on a similar clan mech.
Although 10% heat is typical, quite a few get 10% heat on top of a weapon type specific heat reduction and/or a HSL for a particular weapon.
Nerfs and power creep are part of the life of most online games, especially ones that have been around this long. How many of the players from 2013 would have predicted having an assault mech on the field with 14 ballistics hardpoints?
#10
Posted 24 September 2024 - 06:10 PM
That just feels bad.
#11
Posted 25 September 2024 - 03:22 PM
Angel of Annihilation, on 20 September 2024 - 02:10 PM, said:
I mean I am literally not enjoying any of my clan mechs because they just seem to melt.
They are quite a bit hotter and i have compared same items by writing down the numbers and the clan weapons are far hotter intentionally by pgi design. Whether that design is because of the company heads bias towards clans or playtester making it that way remains to be seen.
one i can comment on directly is clan uac20 versus inner sphere uac20 the clan weapon system is far hotter. clan system with max heat skills is a .504 minus (ish) versus innersphere is 1.07 plus a mech -10% extra dacca heat minus depending on mech. whether the extra range on a clan system balances out the differences is highly debatable imo.
#12
Posted 12 October 2024 - 03:27 PM
That is too bad because strong or not I am not finding myself enjoying playing clan mechs anymore. My problem with them is that with the heat increase, they seem to have taken away any sort of sustained, firepower build out of the mechs which is how I tend to like to play. Instead, it is pretty much just step out, fire an alpha, hide, cool and repeat. I mean sure that is effective but boring as hell.
#13
Posted 13 October 2024 - 08:57 AM
#14
Posted 13 October 2024 - 09:06 AM
#15
Posted 13 October 2024 - 10:59 AM
Angel of Annihilation, on 12 October 2024 - 03:27 PM, said:
There are plenty of sustained damage builds, the dakka Kodiak/Rhino being premier with an honorable mention to the Moonwalker/Dreadnaught. On the lighter ends there's still plenty of MG/APG spam boats that are pretty much the meta for mediums/lights (Incubus/Viper/Shadow Cat).
Anyone who whines about clan stuff not being good, is not a good pilot tbh. Clan mechs even after the heat nerf are still some of the best mechs in the game.
Edited by Quicksilver Aberration, 13 October 2024 - 11:00 AM.
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