Jump to content

What Is The Ghost Heat Interval?


68 replies to this topic

#61 DemonRaziel

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • 646 posts

Posted 07 November 2013 - 10:12 AM

If it's intentional, then it's one of the stupidest things I have happend upon in a while.

It negatest the 2 PPC/LL limit (in a sense making it a 1-weapon limit), while punishing you for chaining 2 groups.

If you macro a 0.26s spread on shots 4 times in a row, or you macro a 0.51s spread on a pair of grouped shots, the perceivable difference is negligible. But one option allows you to to land 20 + 20 points of pinpoint damage in 0.51s for no extra heat while the other punishes you for firing 4 PPCs (and is in fact a 10 + 10 + 10 +10 pts pinpoint in 0.52s). With six weapons this is exacerbated even further.

Not only does this solve jack poo from the macroing perspective, it also confuses the players even further by adding yet another level of complexity on top of this atrocity and results in crazy things such as ghost heat penalty for a pair of AC2s (macroed or not), unless these are group fired,

On a side note, I finally understand why I kept getting heat spikes when firing my 3rd LL more than 0.5s after the first, but with a less then 0.5s break between the 2nd one one... ;)

#62 Bront

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 4,212 posts
  • LocationInternet

Posted 07 November 2013 - 10:31 AM

View PostDemonRaziel, on 07 November 2013 - 10:12 AM, said:

If it's intentional, then it's one of the stupidest things I have happend upon in a while.

It negatest the 2 PPC/LL limit (in a sense making it a 1-weapon limit), while punishing you for chaining 2 groups.
No, it's still a 2 PPC limit within a time frame (IE, must take a .5 second break before firing the 3rd).

#63 DemonRaziel

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • 646 posts

Posted 07 November 2013 - 11:19 AM

View PostBront, on 07 November 2013 - 10:31 AM, said:


No, it's still a 2 PPC limit within a time frame (IE, must take a .5 second break before firing the 3rd).



But the time frame is extended further, as you are now prohibited (under the penalty of extra heat) from firing 3 PPCs in up to 1s, as opposed to 0.5s.

#64 Bront

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 4,212 posts
  • LocationInternet

Posted 07 November 2013 - 11:38 AM

View PostDemonRaziel, on 07 November 2013 - 11:19 AM, said:

But the time frame is extended further, as you are now prohibited (under the penalty of extra heat) from firing 3 PPCs in up to 1s, as opposed to 0.5s.

Reread my description.

The issue is that you're forced to take a .5 second break between firing a particular type of weapon.

The specific reason why it was implemented this way is the AC2, where you could spam dakka by simply using 4 weapons group to activate group 1 (1 AC2), then group 2 (1 AC2), then group 3 (1 AC2) and then hold group 4 (All 3 AC2s in a single group) and have them firing ever .2 seconds or so.

#65 DemonRaziel

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • 646 posts

Posted 07 November 2013 - 11:56 AM

It's not that I do not understand you, it's that I think it's a bad idea that has issues I have pointed out.

If it was only implemented because of AC2s suppression ability of constant dakka (since you can just group fire 3 AC2s and shoot them every 0.52s w/out any penalty for comparable DPS and better pin-point accuracy), than it was a crazy overkill.

PPC has a limit of 2 so if you have 2 groups of 2 PPCs you can either macro the group shots 0.5s apart, or you need to manually time it like that - no heat penalty involved, but greater effort on your side required. Chain-firing 2 groups at the "same time", which results in very similar DPS, on the other hand involves ghost heat since the fraction of the second difference between the shots results in timer resets. This, in my opinion, is wrong.

#66 OneEyed Jack

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,500 posts

Posted 07 November 2013 - 03:36 PM

View PostBront, on 07 November 2013 - 05:58 AM, said:

FYI, the inconsistancy in the Training ground is because efficiencies don't work in the training ground

I'm well aware of that. It's why I used the Testing Ground, to demonstrate that a macro that worked in Live (with efficiencies) did not work in the TG (with no efficiencies), because of the difference in CD time.

But the double-shots in the TG were because of the 0.05 sec "press" time I use in the macro. From the beginning of one press to the end of the next becomes 0.544 (0.494 + 0.05), which is enough to fire one shot with the first, and the next shot with before the "release" of the second. I'm using programmable mouse macros. When I've tried using a lower hold time on the press, it sometimes failed to register the press at all.

#67 GalaxyBluestar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,748 posts
  • Location...

Posted 07 November 2013 - 03:49 PM

View PostMycrus, on 06 November 2013 - 11:41 PM, said:

It is all in the ping...

You are expecting that the server sees your 2 chain fire groups firing exactly at the same time...

You have to count the delay between your client telling the server imma chain firing 2 groups (aka ping).. This causes the "desynch" between the 2 chain fire groups..

a very real test is to try to switch zoom modes in the training ground vs a live drop..

In the training ground - changing the zoom mode results in instant action... In a live drop there is an ever so slight
delay when you change zoom mod
es...


you mean us aussies not only have to lead with our 250-350 ping but we also have to delay adjust to counter for GH!?

Posted Image

NERF AUSSIES THEY'RE OP!

#68 Homeless Bill

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,968 posts
  • LocationA Box Near You

Posted 07 November 2013 - 04:59 PM

View PostFupDup, on 03 November 2013 - 08:35 AM, said:

Oh, they're not nearly as bad. Heat neutral mechs are a winged spawn of S*tan. They killed John Lennon, burned down orphanages, made my poop watery last night, and I'm pretty sure that they've molested several children.

But at least they wouldn't be as overpowered as the 6xMG Spider.

#69 Tombstoner

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,193 posts

Posted 08 November 2013 - 12:49 PM

View PostHomeless Bill, on 07 November 2013 - 04:59 PM, said:

But at least they wouldn't be as overpowered as the 6xMG Spider.

ya know what makes any spider OP.... lack of team work.... guard your team mates people, you have a much better shot then they do. - former spider pilot.

Edited by Tombstoner, 08 November 2013 - 12:50 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users