![critical ops clan i am me critical ops clan i am me](https://i.ytimg.com/vi/-QyjMrkTUGo/maxresdefault.jpg)
The net effect of this results in it impacting heat dissipation, but it in itself is a static modifier that is applied in the same way against all 'Mechs. Ambient temperature is simply native heat that is constantly applied to the 'Mech in the same way that walking and running heat is applied. Humpday, on 24 January 2018 - 07:45 AM, said:ĭunno if Coolrun can be affected by ambient temperature, but heat reduction is not.Īmbient temperature does not affect Cool-run. Minor tweaks here/there but it's very similar for the most part. Again depends what you want to achieve but I see very little variation across the top end of the player base when it comes to Skilling a mech out. More a question of what is most efficient use of the tree. So it isn't a question of "what is better now" as the heat change really, was not impactful in the grand scheme (I didn't notice it last night at all really). If not energy (SRMs etc) then you can be MORE CONSERVATIVE on the Ops side Heat containment IMO is not worthwhile unless you are cDHS boating with big alpha's (So, Clan Energy user). OFC you can get the extra heat-gen on the right and the Heat Containment if you wish, but it depends what else you are kitting on the mech. Suffice to say THIS EXAMPLE is the most efficient use of Skill Maze to get the most "bang" for your node spending for cooling. So I have not, and fair enough when people spend hours/days working stuff out.
![critical ops clan i am me critical ops clan i am me](https://i.ytimg.com/vi/bZ2Ntw77UCM/maxresdefault.jpg)
So people are unwilling to share that (I was asked not to). I have some graphs on it all however it took a lot of testing to get the numbers. If you can though, id say your best bet is to get both (or at least some of each). If you cant afford both but have anything in weapons tree, get heat gen as its less cost.
#Critical ops clan i am me upgrade#
Heat gen on the other hand tends to be a much lower point investment since 90% of mech builds run at least part of the weapons tree anyways like the super popular ammo capacity or even basic range boost, but seems to be less obvious compared to cool run (both of them upgrade your DPS).Īlso, heat gen was nerfed recently for clam, and thus if you only want one or the other, get cool run. Cool run requires a hefty investment in the OPS tree, and while its a huge deal (in my opinion 5 coolrun nodes with the bare minimum heat cont you get along the way are way more noticeable then all heatgen nodes), its not really a must get on mechs that run ballistics or some other lowish heat weapon setup. For other mechs, it depends on what you want out of it. Cool run and heatgen are both musts if you are running clam lazor puke builds (or anything that tends to cook itself after more then 1 alfa strike.