Balance: Time To Get Rid Of The Ghost Heat
#21
Posted 11 January 2014 - 11:41 PM
#22
Posted 11 January 2014 - 11:59 PM
SirLANsalot, on 10 January 2014 - 08:54 PM, said:
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
Posted 12 January 2014 - 12:14 AM
As long as we have frankenmechs, bullcrap like Ghost Heat is necessary.
#24
Posted 13 January 2014 - 12:45 AM
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
Posted 13 January 2014 - 06:49 AM
theta123, on 11 January 2014 - 02:31 AM, said:
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.
#27
Posted 13 January 2014 - 06:56 AM
Sandpit, on 11 January 2014 - 12:06 AM, said:
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
Posted 13 January 2014 - 07:04 AM
#29
Posted 13 January 2014 - 07:06 AM
you think if we pull ghost heat so i can do this 4 times in a row thats a good idea?
#30
Posted 13 January 2014 - 07:12 AM
Colonel Pada Vinson, on 13 January 2014 - 07:06 AM, said:
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
Posted 13 January 2014 - 07:30 AM
Obelus, 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
Posted 13 January 2014 - 07:33 AM
#33
Posted 13 January 2014 - 07:34 AM
--billyM
#34
Posted 13 January 2014 - 07:48 AM
SirLANsalot, on 10 January 2014 - 08:54 PM, said:
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
Posted 13 January 2014 - 11:02 AM
Warblood, on 11 January 2014 - 11:41 PM, said:
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
Posted 13 January 2014 - 12:38 PM
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 lol
also that's wat I named it.. AWS-8AD-4SS
Edited by Warblood, 13 January 2014 - 12:51 PM.
#37
Posted 13 January 2014 - 12:46 PM
It would also go a HUGE way to differentiating the different mech variants.
#38
Posted 20 August 2014 - 05:26 PM
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
Posted 21 August 2014 - 07:38 AM
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