

Remove Ghost Heat
#61
Posted 17 March 2014 - 12:33 AM
#62
Posted 23 March 2014 - 03:08 PM
I still use it from time to time, but the macro now have to include a short delay between bursts to reset the ghost heat timer.
Plus I don't think mounting 6 L-Las or 9 M-Las on a mech was OP either. in fact it made lasers kinda viable in a world full of PPC's, AC's and Gauss rifles.
PPC's are now so hot that you can't really boat them anyway and Lasers where never a problem.
#63
Posted 23 March 2014 - 03:53 PM
Honestly this is how I will ALWAYS feel about it.
Edited by TehSBGX, 23 March 2014 - 03:59 PM.
#64
Posted 24 March 2014 - 08:03 AM
MajorLeeHung, on 27 November 2013 - 09:52 AM, said:
The trouble is, people wanna drive boating, exploitative builds to give them most kills and epeen enhancement with least effort.
So SOMETHING has to be in place to prevent that. Is GH that thing? Probably not, but something has to be.
#65
Posted 28 March 2014 - 08:18 PM
#66
Posted 29 March 2014 - 04:39 AM
A small reduction to Ghost Heat penalties might be good though and that's because of the changes that happened since Ghost Heat.
about the OPness of 5-6LL without ghost heat.. 45 or 54, direct pinpoint dmg, that can keep shooting for a long time. ~3 seconds cycle.. so many components destoyed. I was getting headshots so easy with that. Big dmg, pinpoint, lots of crits. good range.no ammo... With good tracking, bye bye lights. You think triple gauss is good? this one gave almost full armor and top STD engine. with no ammo.
If they remove Ghost Heat, i will be using it. Good for me, bad for balance.
and btw we will be seing ppc spams again and lots of other nasty builds aswell.

Edited by Eldan, 29 March 2014 - 04:52 AM.
#67
Posted 29 March 2014 - 04:49 AM
kamiko kross, on 24 March 2014 - 08:03 AM, said:
So SOMETHING has to be in place to prevent that. Is GH that thing? Probably not, but something has to be.
Boats are not OP, only easy to build.
#68
Posted 29 March 2014 - 05:06 AM
Steel Talon, on 29 March 2014 - 04:49 AM, said:
you have no idea how easy it was for me to headshot an assault with 1shot close range.. 2 shots max. Which means an atlas was dead in 5seconds-top most of the time. 1second of 54dmg burst, with aim correction. boom cockpit zapped.
edit* and in the rare case that the cockpit was not zapped, it was stil doing 108 pinpoint dmg in 5 seconds after encounter. i'm using 2LL,3ML,ac20 now, still does 106dmg in about the same amount of time, but with 6LL it was all pinpoint and aimed, with good tracking it was all where i wanted it to be. With ac20 it needs more skill to be very effective, headshots are much rarer. ac20 misses now and then. and you take more time to aim the ac20 so you lose overall dps.
edit#2: my conclusion is that ghost heat was a way to adress some imbalances but it is not perfect. If it's just removed as it is now, it's a move for the worse. There are 2 options to make it better.
1) easy method: tweak ghost heat. Adress the imbalances of ghost heat itself, conserning weapon groups, lrms etc. how much ghost heat is applied etc.
2)the hard way, rebalance the whole heat system. there have been many topics with ideas on that.
Edited by Eldan, 31 March 2014 - 09:52 AM.
#69
Posted 31 March 2014 - 06:08 PM
Maybe someday, after Clans arrive and SRM's actually do damage to the mech they explode all over.. when there's nothing but happiness and caring in the forums...

#70
Posted 01 April 2014 - 08:43 AM

#71
Posted 01 April 2014 - 09:10 AM
Aside from that Ghost Heat skews MWO into Gunwarrior and invalidates the Energy based mechs which are the most common in MechWarrior (you know, giant robots with rayguns/lasers from the 31st century). Result is PGI makes all these worthless mechs based on Battletech balancing which they have rejected with DHS 1.4 mostly, but then compounded with Ghost Heat.
So there are just a small group of mechs that are worth taking, those that use back-up energy weapons like MLAS for a Ballistic primary usually. Jagermech, Victor, Highlander, Atlas, Cataphract, or similar. Mechs you won't see (working) in MWO, Black Knight, Supernova, Behemoth, Novacat, which will be shelved with the AWS-8Q. So DHS 1.4 plus Ghost Heat together is a very bad thing.
The worst thing is that we haven't seen actual Faction, Clan, Merc, competition which will separate the junk Energy mechs that MWO doesn't support from the premium mechs MWO supports with lots of Ballistic hardpoints. Players will be under a lot of pressure to win and that will exclude MWO Energy based mechs. Once you understand Mechlab you can see what works and what can't compete so MWO needs to support these Energy based mechs better or stop releasing them.
#72
Posted 08 April 2014 - 08:36 AM
#73
Posted 12 April 2014 - 07:33 AM
#74
Posted 12 April 2014 - 08:55 AM
not even the atlas fared well against more than a few well placed alphas..
With the advent of dual heat sinks, it can run a STD 300 engine with tonnage to spare, and balancing medium pulse lasers in a way to stop this kind of douche baggery (I should know, I often ran a pulse awesome back in that day) is frankly catch 22.
I'd be inclined to say 'no' keep ghost heat as means to encourage balanced weapon loadouts, but why should ALL the other mech chassis suffer for the sins of a few?
#75
Posted 13 April 2014 - 04:51 AM
Cementblade, on 28 March 2014 - 08:18 PM, said:
Cementblade, on 23 November 2013 - 03:57 PM, said:
Now that the lrms are buffed its best if ghost heat is removed to help combat it
Damn...you are consistent haha.
#76
Posted 26 April 2014 - 03:59 PM
Firing too much energy weapons at once could cause somtehing like power outage, decreasing overal DPS
#77
Posted 27 April 2014 - 09:41 PM
On one side, I surely like too see no more 6PPC-Stalker an such stuff. But I don't like the way, how they achieved this goal...meaning ghost heat...when it was introduced, I thought it was provisory...and in this way, it was "ok"...but now it seems to be "here to stay" and in this way it's really not ok...it was a "quick and dirty" way to solve the problem at this time, but a real solution should follow in time...
#78
Posted 29 April 2014 - 12:32 PM
Jaz 249, on 12 April 2014 - 07:33 AM, said:
LOL...that is so hilarious you must be facetious...
Cart, on 27 April 2014 - 09:41 PM, said:
On one side, I surely like too see no more 6PPC-Stalker an such stuff. But I don't like the way, how they achieved this goal...meaning ghost heat...when it was introduced, I thought it was provisory...and in this way, it was "ok"...but now it seems to be "here to stay" and in this way it's really not ok...it was a "quick and dirty" way to solve the problem at this time, but a real solution should follow in time...
If the heat cap was a hard cap at 30, you would never see 6x PPC alphas ever again...ever...
#79
Posted 29 April 2014 - 07:12 PM
SiliconLife, on 25 November 2013 - 12:34 PM, said:
1. It makes the game seem unpolished and bandaged.
2. Doesn't even serve a purpose; the dev's say they are trying to make the weapon role specific but most people will agree that what they mean is that they don't want poptarts with ppc/gauss alphas. However, the charge mechanic did not fix this, I can still sync ppcs with gauss firing perfectly fine, just hold down left mouse button for gauss, then when the icon is green let go of the right mouse button while hitting the left mouse button for ppc at the same time. I can accurately hit 1 location on a mech perfectly fine with both weapons while poptarting so the charge mechanic fixed nothing. And even then, gauss/ppc combo isn't even that good, at most a mech can do 2 ppcs and one gauss for 35 damage but most of the time its 1 ppc and 1 gauss for a total of 25 damage. What the charge mechanic does do, however is make mechs that weren't that great in the first place even worse: the AS7-K. With the gauss mechanic introduced, the AS7-K is almost completely useless vs close range light mechs while the other Atlas variants can do fine by swatting them with an AC, however now the gauss rifle is extremely hard to use vs close range light mechs while still remaining very easy to use by poptarts. The mechanic aimed at somewhat effective poptarts is now ruining already ineffective mechs.
Sorry but I like the gauss charge-up. Sorry but not every weapon should behave like a laser. Just a little practice with the gauss and it becomes second nature, I am proof of that.
DO NOT CHANGE GAUSS CHARGE-UP.
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