

Flush Coolant
#21
Posted 20 December 2012 - 03:20 PM
Hey guys, I found a balance problem.
I can only fit one AC/20 on my cicada, despite it having three ballistic hardpoints. Please remove weight and slot limitations, thx.
#22
Posted 20 December 2012 - 03:59 PM
#23
Posted 20 December 2012 - 04:25 PM
blinkin, on 20 December 2012 - 01:25 PM, said:
Just because there was a precedent does not mean it fits to the current state of game mechanics. I rather be sarcastic with a friendly ment wink when it comes to such a proposal (to remind you: the OP spoke about firing 6 LPL more than twice in a row!) than be insulting as one might think reading your input, dude! No offence, btw.
#24
Posted 20 December 2012 - 04:46 PM
#25
Posted 20 December 2012 - 06:30 PM
The coolant pod actually sounds like a good idea. Good risk/reward thing. Sure, you can use it once to increase heat sink efficiency for a bit but if you get a crit in the spot then its a 10 point ammo explosion.
#26
Posted 20 December 2012 - 06:53 PM
#27
Posted 20 December 2012 - 07:04 PM
#28
Posted 20 December 2012 - 08:31 PM
http://www.sarna.net/wiki/Coolant_Pod
I vote Yes.
#29
Posted 20 December 2012 - 08:42 PM
General Taskeen, on 20 December 2012 - 08:31 PM, said:
http://www.sarna.net/wiki/Coolant_Pod
I vote Yes.
You do know that the coolant pod does not instantly remove heat like the coolant flush the Op is talking about right? THe Coolant pods only makes your heatsink work at 200% (150% for DHS) for 10 seconds. That means that here your heatsink would sink .2 heat instead of .1 for a whopping 10 seconds.
It is not what the OP was wanting.
Edited by Noth, 20 December 2012 - 08:42 PM.
#30
Posted 20 December 2012 - 08:43 PM
#31
Posted 20 December 2012 - 08:47 PM
General Taskeen, on 20 December 2012 - 08:31 PM, said:
http://www.sarna.net/wiki/Coolant_Pod
I vote Yes.
Your assumption is wrong, we are well aware of what coolant pods are. Problem with them is that they would allow for one heck of an alpha strike (while they last) and the game would boil down to everybody driving the same X large energy weapons + Y coolant pods config that has the biggest alpha.
#32
Posted 20 December 2012 - 09:02 PM
#33
Posted 20 December 2012 - 09:06 PM
Coolant should only be flushed by a licensed battlemech technician in a proper mech bay.
Edited by Dirus Nigh, 20 December 2012 - 09:54 PM.
#34
Posted 20 December 2012 - 09:31 PM
#35
Posted 20 December 2012 - 10:01 PM
General Taskeen, on 20 December 2012 - 08:31 PM, said:
http://www.sarna.net/wiki/Coolant_Pod
I vote Yes.
Ive played MWLL and read the forums. The coolant flush system makes heat almost irrelevant for all but the hottest running mechs. I could spam fire energy weapons and ppcs and just tap the coolant button to stop the heat. In MWLL masc causes heat build up the longer you use it. All I have to do is hit the coolant button every once and awhile to run the length of their maps with out shutting down. They have very large maps. In addition even the long standing players say it is a function that all but makes heat meaningless.
#36
Posted 20 December 2012 - 10:03 PM
#37
Posted 20 December 2012 - 10:16 PM
Gulinborsti, on 20 December 2012 - 04:46 PM, said:
You are extremely unlucky then.
'Most Inner Sphere BattleMechs have one more seat in the cockpit - a foldout toilet. Most 'Mechs dispose of the waste via a high-powered electrical arc or microwaves, and will capture water produced by incineration for flushing the waste out... the amount of endurance a 'Mech has in the field can be limited by how much toilet paper a MechWarrior chooses to carry. Spartan clan cockpits rarely have toilets.'
#38
Posted 20 December 2012 - 10:22 PM
I'm confused about the people saying it would ruin heat management as a skill. Do you guys not know how coolant pods/flush worked in games prior? They basically buy you a few free alphas to dump massive damage on a target. Then for the rest of the match you have nothing to fall back on. Mechs made with coolant flushing in mind would be crippled beyond the first few minutes into the game.
It also adds a risk/reward mechanic. Should I dump coolant now in this fight or save it for endurance?
#39
Posted 20 December 2012 - 10:28 PM
Raidyr, on 20 December 2012 - 10:22 PM, said:
I'm confused about the people saying it would ruin heat management as a skill. Do you guys not know how coolant pods/flush worked in games prior? They basically buy you a few free alphas to dump massive damage on a target. Then for the rest of the match you have nothing to fall back on. Mechs made with coolant flushing in mind would be crippled beyond the first few minutes into the game.
It also adds a risk/reward mechanic. Should I dump coolant now in this fight or save it for endurance?
It would allow my stalker Which can alpha for 90 damage a couple times to alpha even more and then go back to what I currently do which is cycle my fire groups and choose to fire lower heat groups while cooling off, which is still dishing out a lot of damage. It would be pure reward. What we have now is risk versus reward, do you risk shutting down to finish the target faster or do you fire less weapons to avoid shutting down letting the target live for a little bit longer.
Coolant is not risk versus reward it is pure reward and would only be gamed as such.
#40
Posted 21 December 2012 - 01:39 AM
Guidedfirestorm, on 20 December 2012 - 08:47 AM, said:
Thank you,
Nate Croce
you have 6 large pulse lasers...see, that´s exactly WHY there is no coolant flush in MWO^^
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