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Balance: Time To Get Rid Of The Ghost Heat


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#21 Warblood

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Posted 11 January 2014 - 11:41 PM

this is y we have ghost heat...
http://mwo.smurfy-ne...ecae2103dfee781

#22 MadcatX

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Posted 11 January 2014 - 11:59 PM

View PostSirLANsalot, on 10 January 2014 - 08:54 PM, said:

Ghost Heat dose need to go, but it should stay on the "problem" weapons that were the cause of why it was made. Mainly PPC and Large Lasers, it did not need to be applied to any other system.


Of all the suggested fixes, especially the convoluted ones, this one I always agreed with. Perfect, no, but does address the issue without implenting or changing something rather big like heat threshold\dissipation or changing PPC's into more splash damage (which may cause issue with hitboxes or it just not behaving properly, that happens around here)

#23 Peiper

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Posted 12 January 2014 - 12:14 AM

Holy {Scrap}, its another thread illustrating how PGI was wrong from the beginning to allow frankenmeching. Make hardpoints restricted to appropriate sizes and that would ensure that people didn't boat the big racks and guns forcing them to create all kinds of mechanics like ghost heat and balance changes to prevent one and two shot kills yadda yadda yadda...

As long as we have frankenmechs, bullcrap like Ghost Heat is necessary.

#24 Firewuff

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Posted 13 January 2014 - 12:45 AM

Ghost heat is fine, learn to chain fire and move on.. .its not going away and only people who know how to alpha and nothing else ***** about it.

BTW GH makes a big diff to a Jenner with 6 med lasers for example or hunchback with 8.

I still perfer ER-LL ove PPC as they do far more sustained damage.... very good builds use these. Anyone calling for more armor for assults is an {Dezgra} and this would only make things worse

Lastly SirLANSalot .. nothing is "water tight" you are not smarter than the devs, you are not god, you do not know better than them... walk away.

#25 Obelus

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Posted 13 January 2014 - 06:49 AM

View Posttheta123, on 11 January 2014 - 02:31 AM, said:

No just NO. PPC and ERPPC will become instant OP again and they are still the most used

I dont want this game to go back to pre-ghost heat.. All builds were the same. 4PPC, 4LL, AC40 jagermechs. There was NO more fun in this game. He who had the most alpha, won the match.


I believe that when the game opened PPCs were splash damage and people complained that they were underpowered so they were changed to pinpoint damage and that's when we ran into the boating issue. Change them back to splash damage (AOE not pinpoint) and I think you remove the reason ghost heat was even added to begin with.

#26 ImperialKnight

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Posted 13 January 2014 - 06:54 AM

View PostWarblood, on 11 January 2014 - 11:41 PM, said:

this is y we have ghost heat...
http://mwo.smurfy-ne...ecae2103dfee781


I call your 6 PPCs and raise you 7 ERPPCs

#27 Obelus

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Posted 13 January 2014 - 06:56 AM

View PostSandpit, on 11 January 2014 - 12:06 AM, said:

pssst
they aren't crying about it because of ghost heat..... ;)


People will complain about anything but I remember running a 6 lg laser stalker before the ghost heat nerf and they weren't great. I could never make them work. I would always end up stripping 4 of the large lasers off and adding med lasers, heat sinks and speed instead.

#28 Obelus

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Posted 13 January 2014 - 07:04 AM

Actually the only mech I played that ran more that 2 large lasers pre-ghost heat was the Awesome. Still wasn't a great mech but now with ghost heat that mechs suuuuucks.

#29 Corvus Antaka

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Posted 13 January 2014 - 07:06 AM

i 1 shotted a jenner today with quad ERPPC. put my stalker at 97% heat.

you think if we pull ghost heat so i can do this 4 times in a row thats a good idea?

#30 Obelus

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Posted 13 January 2014 - 07:12 AM

View PostColonel Pada Vinson, on 13 January 2014 - 07:06 AM, said:

i 1 shotted a jenner today with quad ERPPC. put my stalker at 97% heat.

you think if we pull ghost heat so i can do this 4 times in a row thats a good idea?


That's why they should be splash damage...AOE...not pinpoint damage. Like they were when this game first started and people complained more about large lasers.

#31 Corvus Antaka

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Posted 13 January 2014 - 07:30 AM

View PostObelus, on 13 January 2014 - 07:12 AM, said:


That's why they should be splash damage...AOE...not pinpoint damage. Like they were when this game first started and people complained more about large lasers.


oh yeah? PPC where splash damage once? I dont remember that and I've been here for over 2 years now.

nothing wrong with 1 shotting a jenner dumb enough to stand still and take a 40 dmg alpha.

splash dmg will cause problems too. like a guy hitting your arm blowing out your side torso XL engine. without splash that cant happen.

#32 CDLord HHGD

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Posted 13 January 2014 - 07:33 AM

Drop the heat threshold to 30 fixed and you got a deal.

#33 BillyM

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Posted 13 January 2014 - 07:34 AM

De-sync multiple PPC's in the same component, where the second can only fire 0.5sec after the first. You alpha, you poptart assault, you get two different shots/pairs fired. You will see many problem builds viability impacted: 4-PPC stalker and JJ'ing highlander/victor seeing considerable reduction in pinpoint abilities vs moving targets, while single-ppc builds or stock multi-ppc builds like the awesome/catapult will be unaffected.

--billyM

#34 Lostdragon

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Posted 13 January 2014 - 07:48 AM

View PostSirLANsalot, on 10 January 2014 - 08:54 PM, said:

Ghost Heat dose need to go, but it should stay on the "problem" weapons that were the cause of why it was made. Mainly PPC and Large Lasers, it did not need to be applied to any other system.


So why not remove ghost heat from those weapons and balance them using heat, damage, duration, cooldown, or range? All those dials are easy to adjust and easy for players to understand. Ghost heat is not necessary period and PGI just needs to man up, eat crow and remove it in favor of tuning the weapons.

Or, if they really wanted to put their big boy britches on, they could rework heat entirely. If you don't want people firing three ERPPCs at once then make the heat cap static at 30 and increase dissipation to compensate. Fire 3 ERPPCs and you go over cap by 50% which causes a long shutdown and severe damage.

#35 FupDup

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Posted 13 January 2014 - 11:02 AM

View PostWarblood, on 11 January 2014 - 11:41 PM, said:

this is y we have ghost heat...
http://mwo.smurfy-ne...ecae2103dfee781

The Awesome is a bad mech in general, and you linked an especially bad loadout for it. 6 PPCs was never threatening.

The 4 PPC Stalker, on the other hand, was actually a good mech. The way to fix that build would be fixes to the individual PPCs themselves and convergence adjustments.



Also, if that build is why we have GH, why is it that the vast majority of penalized weapon combinations are not PPCs? Why are the AC/2 and SRM4 on that list, for instance? Why the LPL? Etc.

#36 Warblood

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Posted 13 January 2014 - 12:38 PM

this is the 8Q build I use.. its no quad-PPC but still a monster.. still runs hot-ish ^_^ but if played right can avoid GH easily. (from wat I understand, LpL n LL share the same GH)
http://mwo.smurfy-ne...4528afa9080dc53

chain fire LpL's, LLs fire together... I call this my LaserSupport Mech.. 80% of my games w/ this guy gets me 3-4 kills an 500-800dam done.. I almost never alpha but when I do I pop my 9by9 right way they start my fire rotation (mostly LpLs n the Ppc, LL for soft spots).


yesyesyes I know a lot of ppl think he Awesome sucks.. but I find it can b pretty baddass... so I guess that makes it me an AwesomeBaddass when im piloting it :D :blink: lol


also that's wat I named it.. AWS-8AD-4SS <_<

Edited by Warblood, 13 January 2014 - 12:51 PM.


#37 Prezimonto

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Posted 13 January 2014 - 12:46 PM

If PPC's NEEDED 2 energy hard point and LL NEEDED 2 energy hard points (as in can only be equipped to a space with 2 energy hard points and used up both), we wouldn't need ghost heat. Same thing with an AC20... if it could only fit on mechs with 3 ballistic hard points on a single location and ate all three hard points... we wouldn't have a problem.

It would also go a HUGE way to differentiating the different mech variants.

#38 Loganauer

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Posted 20 August 2014 - 05:26 PM

How to solve the problem with High Alpha Builds without ghost heat!

Step 1)

Nerf recycle times of PPC, Gauss Rifle, Large Lasers and LRMs!

Step 2)

Implement Cone of Fire spread to eliminate Pinpoint damage that can be improved by modules, quirks, skill tree, and/or brought back entirely by targeting computers

Step 3)

Implement heat penalties, reduce heat threshold, increase dissipation

These all follow tabletop rules unlike ghost heat, and they all follow the laws of physics unlike ghost heat, and the community would be a lot more receptive to these ideas unlike ghost heat! HURRAY!

These solutions are also lumped together to remove gauss rifle charge, bring back the PPC speeds, and undo the CERLL nerf.

Also, OP make this a poll so it gets bumped to the top when someone votes.

Edited by Loganauer, 22 August 2014 - 12:38 AM.


#39 Jeon Ji Yoon

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Posted 21 August 2014 - 07:38 AM

People always complain about nerfing unnerfing weapons but in the end it just leads to more down the road. I like the things phi has done with weapons because it consistently changes the meta and therefore the play experience. Maybe that's just my personal love of orderly change lol





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