Part 1: What actually IS Ghost Heat?
In brief, when you fire too many weapons of the same category, you begin incurring massive heat penalties not apart of that weapon's official statistics, starting from the hottest weapon. I'll get into more detail on this later. It resets one half second after the last gun was fired, so if you fire - wait - fire, it won't trigger. There is no UI so you have to time this manually or look into setting up a Macro.
It's goal was stated to lessen "pin point damage" and it originated when 6 PPC Stalkers were the newbie 'mech of choice (4 for veterans) and the build was out of control. It continued, despite some over-reactive mech changes, until PPCs were actually fixed because Ghost Heat is actually very bad at this goal.
In fact, in the course of this guide, you'll see Ghost Heat will punish many low-damage alphas, while doing absolutely nothing to many very high damage alphas. Again, I'll address that in a proceeding part.
Part 2: The Official Explanation
Prepare yourself for a detailed explanation to a system that most of us [ There have been repeated polls to remove this from the game since it's inception ] absolutely despise, and I personally feel is the absolute most poorly thought idea to even make it into the development phase, let alone release, I have seen in my entire time playing multiplayer games:
Paul's "The Maths" of Ghost Heat:
http://mwomercs.com/...cale-the-maths/
You get all that? I assure you, it's not a parody. Now: How to deal with it (and a far more simple way to see what's linked).
Part 3: What it really does
In reality, Ghost Heat is effective at killing a few previously useful builds, in particular damaging energy configurations far more than most, short of AC/2s (which are highly punished in groups of 4 or more.)
For example, you cannot cooly fire 4 Large Lasers as the limit is 2. While you could stagger-fire the large laser, the burn time + the delay time means you will get far, far more spread out laser damage and be unable to compete with current meta builds.
Thus, Ghost Heat's real result is making you find weapon combinations to bring the highest alpha to the table, without creating extra heat.
Part 4: Examples - Good & Bad
Let's look at some combinations (more on how the guns link in the next part) to give some idea of what you need to do to design optimal 'mechs:*
3+ Large Pulse Lasers - [BAD] - 31.8 Alpha: The 3rd Large Pulse Laser up will begin causing massive heat, which increases exponentially. You could run a 3 LPL build without noticing it blatantly, but you would become EXTREMELY hot at 4. Either way you are taking a heat hit that'll add up fast.
2 LPL, 1 AC20 - [GOOD] - 41.2 Alpha: Notice that despite having a far higher amount of damage at a similar range profile, this build has absolutely no Ghost Heat.
3x LRM10 1x LRM20 - [BAD] - 50 Missiles: If you try firing this configuration in a single salvo (optimal for countering AMS as chain fire is very bad at it), you will gain the heat from four LRM/20 on top of overheating. This is because missiles are capped at a limit of 2, excluding the LRM/5, and it will always default Ghost Heat to the hottest launcher.
2x LRM20 2x LRM5 - [GOOD] - 50 Missiles: Note that in this configuration, you can fire just as many missiles with absolutely zero Ghost Heat, without even using more hard points. There are many combinations of missiles that work along similar lines.
2 ER Large, 2 Large Pulse Lasers - [BAD] - 39.2 Alpha: Because all Large Lasers are grouped into the same mix despite the radically different usage between ER Large and LPLs, this build will overheat massively, gaining the heat of 4x Ghost Heat if fired at once. (ER Large and LPLs have the same heat output.)
2 ER Large, 2 PPC - [GOOD] - 38.0 Alpha: However for the loss of just over a single damage point, you can negate all of that entirely and fire this combination in a single shot without generating any Ghost Heat. While it will alter your build towards range more, you also won't accidentally fry yourself if you fire all of your guns within the same half second.
3x SRM4 1x SRM6 - BAD - 18 Missiles: Firing this will cause you 4x SRM6 Ghost Heat and make your 'mech run extremely hot immediately, as SRM4s & 6s are linked.
3x SRM6 1x SRM2 - GOOD - 20 Missiles: Firing this configuration, however, will cause you absolutely no heat problems as the SRM2 is not linked, and 3 is the cut-off for SRMs.
There's plenty more, and in the next part, I'll address how you can find these limitations out.
* These are not all recommended gun configs, just examples of how Ghost Heat work / doesn't work.
Part 5: So how do I get information on how to build around this since it doesn't inform you anywhere in game?!
Fortunately, our community has you covered where PGI's tutorials and interface do not: http://mwo.smurfy-net.de/. You'll find a complete list of linkages and their heat penalties on that opening page if you scroll down.
Look for which guns are linked and which are not; in general, you'll want to avoid putting on any guns over a limit that are linked up, as this can cause you massive heat feedback if they are fired in the same half second window.
Part 6: I am running a config with Ghost Heat anyway; how do I use it?
There are a number of configurations that are popular that still use Ghost Heat. For example, twin AC/20s - they have the worst heat penalty in the game, but the half second delay impacts two, big, on-target cannons far less than other weapons.
You have two ways to go here. One, you can count a half second to yourself and take a mental note of how far the other AC/20s recycle bar has to go before you can safely fire with trial & error, or you can install a Macro.
Macros are currently legal in MW:O, and are often accessed from your keyboard or mouse hardware. These macros can be set with exact timing, to allow one group to go after another; i.e. someone running 6 Large Lasers on a macro could set all 6 to fire, 2 at a time, precisely .5 seconds after the last.
It's a bad recommendation (and one I don't use as I just plain avoid Ghost Heat builds) to need an external program, but as again there is NO in-game UI to tell you when it's safe to fire, it's your only option to avoid accidental self-frying.
EDIT: I recommend you put a different AC/20 on each trigger with the twin AC/20 example, rather than Chain Fire, as it will give you tighter control over which side you fire (useful around corners) and prevent accidental double click 'mech meltdowns.
Part 7: Conclusion
Feel free to ask me questions about this most unpopular of systems, and I will be happy to reply. This is the worst system for new folks to have to deal with as it has zero documentation, warnings or even an interface, and the mechlab heat won't reflect it; it doesn't even warn new players it exists.
Still I suspect a lot of you are wondering why your 'mechs are overheating, and this might very well be the answer. If anyone reading this hasn't had 25 posts yet, I fully encourage you to search Ghost Heat on the forums once you are able to read them, as there is a ton of information (and several forum riots) around the subject that might also help you.
Again, it's a really bad system but with creative 'mech design it can be outright negated; in the end, all it does is really stifle some moderately effective builds in the end. The PPC boats of the past couldn't exist today, with the new heat scale, so maybe one day Paul may realize it was
In the meantime my goal is to help new folks cope with it. I'll be checking in on the thread to answer as many questions that arise over the next few days.
Edited by Victor Morson, 29 November 2013 - 04:48 PM.