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Thaddeus Reynolds
Facepunch Security
295
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Posted - 2015.07.01 17:09:00 -
[1] - Quote
I have often professed on the forums about how heat mechanics are broken. I've posted it proudly in threads, but with very little data to back up my claims other than the info-panes. I did recently notice that railguns where building up too much heat for their statistic, so I went through the good old search function (and asked Pokey) and found Rattati post here as to why the railgun generates more heat then expected. This got me to thinking, was I wrong and just making an assumption? So I convinced a friend to record some footage of him using his least favorite weapon (And one of my favorites) the Scrambler Rifle. (We did a couple of control tests with the Laser Rifle, Assault Scrambler Rifle, and Vehicle Hybrid Turret Weapons to make sure heat was working for them). What we found was surprising, and didn't really match either of our hypotheses.
Here is a link to some of the data
So...I'm not exactly sure what was going on there, I know there are other variables we're not accounting for (such as the possibility that partial charges add additional heat), but I know that heat buildup doesn't seem consistant on The Scrambler Rifle. Now while I am gathering materials to do more testing on the matter (If you all think I should)...some Word Of God as to what is happening would be greatly appreciated (either so I can set up more tests).
If any of you have suggested testing methodologies for future tests on the subject, I am very open to suggestions right now we have:
Attempt to achieve Max Rate of Fire to see if the weapon overheats as expected there (21 Shots, 2 Seconds) Find Slowest RoF to achieve overheat and record time.
Edit: Please Note, This is not a Scrambler Balance or QQ Thread, this is an attempt to understand a unclearly defined mechanic
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Thaddeus Reynolds
Facepunch Security
296
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Posted - 2015.07.01 23:35:00 -
[2] - Quote
Reserved For Future Test Results
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Sardonk Eternia
Tiny Universe
344
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Posted - 2015.07.02 09:43:00 -
[3] - Quote
You have me curious.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.02 10:08:00 -
[4] - Quote
I am not sure how this plays in to your test but I feel like heat buildup is constantly diminishing even as it is being fired.
What this means is that not only does the operation skill play a huge role in these calculations but also time between shots.
With that being said I think your first step in this experiment is going to be testing the actual cool down methodology so that some base line for variances between shots can be at least figured into the equation.
Best I can tell the weapon is constantly cooling even while being fired.
Another variable that I feel like is going to make this a very difficult project is the fact that the actual heat build up meter does not function properly. What happens is it goes up in jumps for heat added but then as it cools the graph is smoothed similar to how health is smoothed when you take a hit from a high damage weapon. This is an issue because the graph is not syncing with true heat build up thanks to jumps being applied to an inaccurate display.
I'm sorry if that was all a bit of a jumbled mess but its a very odd mechanic which is a bit difficult to explain.
It seems to me that damage output and heat buildup are tied to the actual amount of charge when the weapon is fired. These could work independently or actually be tied together. The full damage multiplier is 3.5 meaning if you can measure the heat build up on a full shot versus a single shot and find them to be in that same area then you should have a good starting point.
I may grab some editing software to do measurements similar to what you are doing and try to give a bit of extra data for you on both an Amarr assault and a non Amarr assault.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.02 12:05:00 -
[5] - Quote
It's listed in the system as generating 50 heat/sec.
Now what the terminus of that scale is, I have no clue.
The amssault can dump that 50/sec by 25%.
That brings it to 37.5 heat/sec. Or... 112.5 heat over 3 seconds.
So in practice the scram can have just under 3 seconds of fire time with the amssault, not two.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Georgia Xavier
Y.A.M.A.H No Context
775
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Posted - 2015.07.02 13:32:00 -
[6] - Quote
Tests are what I like reading in the forums!
Click me
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Thaddeus Reynolds
Facepunch Security
298
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Posted - 2015.07.02 22:24:00 -
[7] - Quote
deezy dabest wrote:I am not sure how this plays in to your test but I feel like heat buildup is constantly diminishing even as it is being fired.
What this means is that not only does the operation skill play a huge role in these calculations but also time between shots.
With that being said I think your first step in this experiment is going to be testing the actual cool down methodology so that some base line for variances between shots can be at least figured into the equation.
Best I can tell the weapon is constantly cooling even while being fired.
Another variable that I feel like is going to make this a very difficult project is the fact that the actual heat build up meter does not function properly. What happens is it goes up in jumps for heat added but then as it cools the graph is smoothed similar to how health is smoothed when you take a hit from a high damage weapon. This is an issue because the graph is not syncing with true heat build up thanks to jumps being applied to an inaccurate display.
I'm sorry if that was all a bit of a jumbled mess but its a very odd mechanic which is a bit difficult to explain.
It seems to me that damage output and heat buildup are tied to the actual amount of charge when the weapon is fired. These could work independently or actually be tied together. The full damage multiplier is 3.5 meaning if you can measure the heat build up on a full shot versus a single shot and find them to be in that same area then you should have a good starting point.
I may grab some editing software to do measurements similar to what you are doing and try to give a bit of extra data for you on both an Amarr assault and a non Amarr assault.
Something like this (Assuming that the tick speed is the same as the Frames per Second, and that heat is removed on all ticks the weapon is not active, since auto-fire weapons do not cool down while the trigger is held down):
Effective_Heat_Per_Second = Heat_Per_Second - (((100 / Cooldown_Time) / 30) * (30 - Shots_Per_Second))
and thanks, any extra data-points will help significantly
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Thaddeus Reynolds
Facepunch Security
311
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Posted - 2015.07.09 15:54:00 -
[8] - Quote
Got some more Test Results, still working on getting time to overheat time recorded for the Skill-less MLT Trials
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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