

Large Laser Ghost Heat?
#21
Posted 06 December 2013 - 05:28 AM
In a battle, even in the hands of good pilots, beam duration means that lasers will generally splash some of their damage across components.
So, applying the same ~20 point alpha limit to large lasers as applies to the ~20 point pinpoint of PPCs is misguided.
Note that with medium lasers you can do an alpha of 30 before ghost heat applies. 3 LLs (27 points) should be acceptable before ghost heat applies.
#22
Posted 06 December 2013 - 06:02 AM
"But, but, but Ja-aaaack! Heat doesn't mean anything if they can just hide behind a hill!"
Bull-puckey! It means they can't fire fast enough to suppress anyone with the cajones to go over the hill and kill them, nor can they use them to defend themselves very well at short range when you do.
Basically, GH accomplishes nothing at this point except to punish weapons that don't need to be punished, LLs and missiles (both sorts).
#23
Posted 06 December 2013 - 06:25 AM
#24
Posted 06 December 2013 - 08:11 AM
Solis Obscuri, on 06 December 2013 - 02:23 AM, said:
LL and LPL stack. You are fine with 2 LL or LPL coupled with up to 6 Mediums of your choice on a single trigger pull. For the heat penalty the higher heat weapon is used to determine the penalty.
#26
Posted 06 December 2013 - 09:31 AM
Training Instructor, on 06 December 2013 - 12:23 AM, said:
For the ranged Energy weapons, apparently a 30 pin point Alpha seems the barrier. Which then begs the question. Why set it at 18 on the LL and not to 27? Least then they could compete better with the Ballista's.
P.S. Perhaps their in game use prior to GH was more "prevalent" than the Dev thought was a good thing for a 9 pt weapon with good range????
#27
Posted 06 December 2013 - 09:46 AM
Damia Savon, on 06 December 2013 - 04:33 AM, said:
Multiple lasers already generate a ton of heat.. no need to add more upon that.
That is a very simplistic look at the comparison.
3 x AC5 - 24T, 12 slots and ammo, 15 damage, 1 ton provides 10 (alpha) trigger pulls.
vs
3 erLL - 15T, 6 slots, unlimited ammo, 27 damage. Range is equivalent.
P.S. Yes the laser are DoT based but given equal range and as fight speed increases, the AC5 shooters ability to put all damage on, or in, the same place decreases as well. A raking Alpha LLaser beam still does damage (albeit reduced) whereas a missed AC15 Alpha does zero damage.
P.S.S. Yes, fights tend to end up at ranges that favor the AC15 Ballistic, but that is not inherently a game issue and it doesn't mean all fights always end up devolving that way.

#28
Posted 07 December 2013 - 03:23 PM
Bilbo, on 06 December 2013 - 08:11 AM, said:
Maybe I misread the original post on Ghost Heat. The biggest problem I've found with it isn't how it works, it's trying to figure out exactly where it applies and how. Awfully confusing to throw at new players.
#29
Posted 07 December 2013 - 06:17 PM
#30
Posted 08 December 2013 - 02:01 AM
Solis Obscuri, on 07 December 2013 - 03:23 PM, said:
Just point them at smurfy: http://mwo.smurfy-ne...eapon_heatscale.
But yeah, that should be in-game. Perhaps we'll see it in the fabled UI2.0 whenever that arrives.
#31
Posted 18 February 2014 - 02:33 PM
#32
Posted 18 February 2014 - 02:38 PM
Quote
Pretty much. Whats the point of having ghost heat prevent boating if the most abused boated weapon: AC/5s arnt penalized by it? It doesnt make any sense. If ghost heat isnt going to shut down boating 3-4 AC/5s you might as well just not have ghost heat at all.
#33
Posted 18 February 2014 - 04:40 PM
Khobai, on 18 February 2014 - 02:38 PM, said:
Pretty much. Whats the point of having ghost heat prevent boating if the most abused boated weapon: AC/5s arnt penalized by it? It doesnt make any sense. If ghost heat isnt going to shut down boating 3-4 AC/5s you might as well just not have ghost heat at all.
well, I would venture to say that the reason AC/5's are boated so much is because they don't have a heat penalty. Boating AC/5's came out because of ghost heat. Though, yes, now that they're becoming a problem, I could see PGI penalizing AC/5's as well.
#34
Posted 19 February 2014 - 02:10 AM
Almond Brown, on 06 December 2013 - 09:46 AM, said:
That is a very simplistic look at the comparison.
3 x AC5 - 24T, 12 slots and ammo, 15 damage, 1 ton provides 10 (alpha) trigger pulls.
vs
3 erLL - 15T, 6 slots, unlimited ammo, 27 damage. Range is equivalent.
P.S. Yes the laser are DoT based but given equal range and as fight speed increases, the AC5 shooters ability to put all damage on, or in, the same place decreases as well. A raking Alpha LLaser beam still does damage (albeit reduced) whereas a missed AC15 Alpha does zero damage.
P.S.S. Yes, fights tend to end up at ranges that favor the AC15 Ballistic, but that is not inherently a game issue and it doesn't mean all fights always end up devolving that way.

Your ignoring rate of fire with applied DPS for those weapons:
DPS of 3 AC5 = 10, DPS of 3 ERLL = 6.36 (before considering beam spread or aiming)
And the ERLL will need a lot of heat management as part of its balancing factors for use and as per build needs with HS to operate well and still will not be as sustainable as the AC5 arrangement. So it isn't useful to complain about tonnage being a problem for these weapons when from a point of effectiveness they do better and these are the appropriate balancing factors for the differences between them. You also forgot to include shake effects with the ballistic hits.
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