Sounds like the old support tactics to sell a bug as a feature. In my opinion they programmed the heat penalty the easy way:
one Variable to store the time since last fired weapon to check if next fire is in 0,5 s frame (assumed as alpha)
and one to store the amount of fired weapon of a group during alpha time frame. Lets look what happens if you stagger 2 weapons with a cooldown = 1,1 s:
Time Time var Weaponcount var
0 500 ms 1 first weapon fired
500 ms 0 ms 0
600 ms 500 ms 1 second weapon fired
1000 ms 0 ms 0
1200 ms500 ms 1 first weapon fired again
In this case the code works as intended. The Weaponcount variable is cleared when the 500 ms alpha timeframe is over.
Lets look what happens with an AC/2 staggering (0,5s Cooldown)
Time Time var Weaponcount var
0 500 ms 1 first weapon fired
249 ms 251 ms
250 ms 500 ms 2 second weapon fired
499 ms 251 ms
500 ms 500 ms 3 first weapon is fired (assumed as 3rd in alpha strike)
749 ms 251 ms
750 ms 500 ms 4 secord weapon fired (assumed as 4th in alpha strike)
.
.
.
and so on.
As we can see the weaponcount variable is never cleared and the amount of fired weapons accumulate so on the 19th shot the heat peanlty is calculated
as if you fire 19(!) ac/2 as alpha and your mech shuts down. To make things worse this not only happend when staggering.
Even normal alpha firing did not work anymore when weapons got out of sync. So they tried to fix this by increasing the cooldown to 520 ms.
But this only works as long as the out of sync time is lower then 20 ms. To do better they need a time Counter for each weapon to find out when each weapon is timed out of the 0,5 s Alpha time frame. But this is a little bit more complex to implement.
So you can say the wanted to stop stagger firing ac's and macros but now you need a macro that prevents you from firing the next weapon before the 0,5 s alpha frame is over (no on can manage this manually during fight when the enemy mech stands before you, especially if you single fire left and right arm to prevent hitting your teammates.
And looking on balancing this makes no sense too. You can fire 18 times a ac2 before shutdown which does 36 damage max if all shots hit taking 4,5 seconds whithin you self can be hit. Using 4 ER PPC you do 40 Damage at once with much less heat and you can hide immediately after you shoot.
So finally ac/2s a now useless because using more then one of them can blow you up. Can anybody tell me what to do with my jager-dd with 6 ballistic slots? Installing 6 machine guns and opening an atlas tickeling spa????
Edited by Zusch, 03 September 2013 - 05:49 AM.