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#1 Bryan Ekman

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Posted 30 October 2012 - 03:50 PM

In the October 25th patch we introduce DHS into MWO for all to play with. I had David write up the how DHS and Engine Heat Sinks (DHS) works in MWO.

Quote

I’d like to expand on some information from an earlier post and provide more details on Standard and Double Heat Sinks.

First, let’s take a look at a Standard Heat Sink. It’s a pretty basic piece of equipment that weighs 1 ton, occupies 1 critical slot. Each Standard Heat Sink equipped on your Mech cools it by 0.1 heat/sec and increases the maximum heat threshold before you shut down by 1.

A Double Heat Sink also weighs 1 ton, but it occupies 3 critical slots. This means that you’re unable to fit them in a Mech’s head, center torso, or legs. The upside is that each one cools your Mech by 0.2 heat/sec and increases your maximum heat capacity by 2.

Now let’s take a look at how engines and heat sinks work together. Every engine in the game has a certain number of heat sinks built into it. For every 25 engine rating, the engine has 1 heat sink fixed inside of it, up to a maximum of 10 (with an engine rating of 250 or more). The weight of these heat sinks is automatically built into the weight of the engine.

For every full 25 points of engine rating above 250, you may choose to put an additional heat sink inside your Mech’s engine. These heat sinks will contribute to the total weight of your Mech, but they won’t use up any of your critical slots. When you view the engine on your Mech, it will tell you how many of these heat sinks you can put inside, and you do so by dragging them from your inventory and onto the Engine Heat Sinks slots.

When you upgrade from Standard to Double Heat Sinks, you pay a one-time fee and all of the heat sinks (other than those fixed in the engine) will be stripped from your Mech as you’re likely to want to put on a different number than you had before. You may then purchase and install Double Heat Sinks. In addition, the heat sinks fixed in your engine have their cooling doubled, and you may put Double Heat Sinks in your optional engine slots. Be sure to remember that those extra engine heat sinks are not limited by critical slots, but by a certain amount instead.

When you switch from Double Heat Sinks to Standard Heat Sinks, you’ll also have to pay a one-time fee. This may seem like a downgrade, but you could think of it as; gaining back critical slots at the cost of cooling efficiency. After you switch, all the heat sinks will be stripped from your Mech and you can install Standard Heat Sinks once again.



Now the bug.

EHS' are not taking into consideration the DHS values of 0.2. Instead they are using regular heat sink value of 0.1. This is the bug, it has been fixed in the upcoming November 6th patch.

During the testing of the DHS bug we uncovered a long standing heat related bug. This is also going to be addressed in the next patch. Expect some widespread changes. I will fill you later when the exact numbers are tested.

#2 Bryan Ekman

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Posted 30 October 2012 - 04:02 PM

We are working on a Premium Time redeem button.

Late November Patch
  • Your Founder's Premium Time will be reset to full.
  • A redeem button will be available in the Front End of the Client.
  • If you click the button and accept the prompt, your time will be injected in FULL and begin counting down.
  • This is a one time permanent operation.
  • This operation is not reversible or refundable.


#3 Bryan Ekman

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Posted 02 November 2012 - 09:31 AM

Double Heat Sinks (DHS)
  • Fixed a bug where DHS where Engine Heat Sinks were not be converted to DHS.
  • Single Heat Sink = 1.0
  • Double Heat Sink = 1.4
After fixing the EHS bug, and setting DHS to a canon value of 2.0, we experienced anticipated results. Heat was no longer a concern, increasing DPS exponentially on certain types of mech loadouts. After testing a variety of standard builds, we settled on 1.4. This value maintains the spirit of both DHS and maintains the integrity of MWO's overall gameplay experience.

PGI will monitor DHS' closely and tune this number up or down depending on the telemetry data received from production servers.

Heat Bug

Testing revealed a long standing issue with how heat was calculated for some weapons.
  • Total Generated was used as Heat Per Second.
  • The fix now calculates Heat Per Second based on Total Generated Heat.
This affects Small, Medium, Large Pulse Laser, and Small Lasers. They will now produce more heat when fired and work as originally intended.

Fixes for both issues will be in the November 6th Patch





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