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Ghost Heat Bug - Not Applying Correctly In Some Instances


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#1 Erebus Alpha

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Posted 09 October 2013 - 05:38 PM

I have encountered a most bizarre bug with the ghost heat. It seems to be arbitrarily applying in places where it shouldn't.

Earlier, I was running around on my Blackjack account, screwing around on the practice range with a pair of AC-2's. Firing both cannons at once, I was able to fire off a total of 76 rounds on the canyon map, from 0% heat to shutdown. The build was packing a fair number of heat sinks.

However, when I alternated firing the left-arm and right-arm AC2's with their own designated weapon groups, I suppose my AC-2's began mating, because I ended up with lots of ghost heat babies. Under this trial, I was only able to fire twenty rounds from 0% heat to shutdown.

#2 Nubsternator

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Posted 09 October 2013 - 05:42 PM

The top post of the gameplay balance section here actually illustrates this point out. I'll be honest here: I've read it all, and that $h1t still don't make much sense to me.

Edit: I also forgot to mention the devs didn't account for the rapid fire perk for ghost heat either. The rapid fire puts normal fire within the ghost heat threshold, I believe.

Edit 2: This is the explaination given for why that happens:
WHY IS THIS HAPPENING:
Weapons of the same type, to which heat penalty applies, require .51 seconds between shots in order to avoid being counted toward the total number fired at one time. As shown above, and due to their short cooldown, if the user staggers the firing of AC2's they will continue to fire within the .51 second window causing the total shots fired to increase with each shot. While the multiplier applied to the heat of the AC2 is relatively low, the overall effect of firing a constant stream of bullets can be significant.

Edited by Nubsternator, 09 October 2013 - 05:47 PM.


#3 FupDup

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Posted 09 October 2013 - 05:44 PM

Actually, if you check the stickied thread at the top of this subsection, you'll see that this is INTENDED by PGI.

You see, even though PGI deliberately made the AC/2 able to fire fast like a machine gun, they don't want you to fire it like a machine gun and would rather have you fire in alpha strikes with them. So, in order to make you fire the AC/2 in alphas, they added the AC/2 to the ghost heat list; a mechanic that was created for the specific purpose of discouraging alpha strikes and encouraging chain-fire.

/PGI logic



View PostNubsternator, on 09 October 2013 - 05:42 PM, said:

Edit: I also forgot to mention the devs didn't account for the rapid fire perk for ghost heat either. The rapid fire puts normal fire within the ghost heat threshold, I believe.

I've actually heard from some folks that the fast fire perk doesn't even do anything...just like pinpoint.

Edited by FupDup, 09 October 2013 - 05:45 PM.


#4 Erebus Alpha

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Posted 09 October 2013 - 05:52 PM

Lol...really? This is intended? Maybe if they want the AC-2 to be used as an alpha-strike weapon, they should have...you know...gave it some freaking alpha?

* fires an AC-2, does 2 points of damage *
* runs off *
"Haha, I just alpha'd that guy!"

Dev logic indeed.

Edited by ABFalcon, 09 October 2013 - 05:53 PM.






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