Well actually i doubt there is much that could be WORSE then ghost heat but anyways.
I dont know if this has been suggested before but instead of ghost heat how about using that same math and instead of adding extra heat have it add more cooldown time?
people could still alpha if they needed too without OMG IM GOING TO BLOW UP!!!! poptarts and the cheese builds of old would get a huge DPS nerf (im thinking the current extremes would get a 2x cooldown time or maybe even 3-4x the cooldown in the 6ppc stalker case)
i dunno im just throwing something out there that im sure no dev will ever read or be able to do anything about since they will never be allowed to admit ghost heat is a bad idea.
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Possible Better Fix Then Ghost Heat
Started by Ph30nix, Feb 26 2014 02:46 PM
4 replies to this topic
#1
Posted 26 February 2014 - 02:46 PM
#2
Posted 26 February 2014 - 02:57 PM
Yeah, that would be fine for me, increasing cooldown to decrease our rate of fire directly like that.
#3
Posted 26 February 2014 - 03:47 PM
First: I hate ghost heat.
Second: Your idea is better than ghost heat, but it lacks an effective counter to the 6PPC stalker. (6PPC stalkers were never designed as DPS machines- they alpha, and hide...cooldown increase wouldn't change that.. they'd just wait for the increased cooldown to expire like they waited for heat to dissipate.)
Third: I'd recommend a punitive heatscale (and no, not in the same vain as Ghost heat...that poisoned the term heatscale) that has various adverse effects on your mech as you get further toward 100%. (Like slowing down top speed scaling at 50% for example.) This could be manipulated by having DHS a fixed max heat, we'll say 30, like TT that dissipates more quickly than SHS, but SHS increase the heat threshold, beyond 30. This would allow DHS to be an improvement for DPS mechs while not allowing them to alpha often, and SHS would be an improvement for Burst DPS machines, while not letting them sustain DPS as well... (Snipers would have brawlers at range, Brawlers would have snipers in a knife fight.. seems reasonable to me.)
Second: Your idea is better than ghost heat, but it lacks an effective counter to the 6PPC stalker. (6PPC stalkers were never designed as DPS machines- they alpha, and hide...cooldown increase wouldn't change that.. they'd just wait for the increased cooldown to expire like they waited for heat to dissipate.)
Third: I'd recommend a punitive heatscale (and no, not in the same vain as Ghost heat...that poisoned the term heatscale) that has various adverse effects on your mech as you get further toward 100%. (Like slowing down top speed scaling at 50% for example.) This could be manipulated by having DHS a fixed max heat, we'll say 30, like TT that dissipates more quickly than SHS, but SHS increase the heat threshold, beyond 30. This would allow DHS to be an improvement for DPS mechs while not allowing them to alpha often, and SHS would be an improvement for Burst DPS machines, while not letting them sustain DPS as well... (Snipers would have brawlers at range, Brawlers would have snipers in a knife fight.. seems reasonable to me.)
#4
Posted 26 February 2014 - 03:57 PM
well for my idea the 6 ppc stalker im thinking it would end up having like a 20+ second cooldown lol, so it would basicly just be a sitting duck after firing once.
they are slightly limited on options with their crappy heat mechanics and the limitations of cry 3 engine. the slower speed wouldnt be a huge effect though since as you said about stalkers they just say HIYA BOOM hide.
they are slightly limited on options with their crappy heat mechanics and the limitations of cry 3 engine. the slower speed wouldnt be a huge effect though since as you said about stalkers they just say HIYA BOOM hide.
Edited by Ph30nix, 26 February 2014 - 03:59 PM.
#5
Posted 27 February 2014 - 06:18 AM
I like the idea. In fact, it's a great idea.
As for the whole 6 PPC Stalker build (and many others like it)...the EASIEST way to fix that is what they did with MW4.
MW4 introduced the whole "hardpoint" concept but....each hardpoint had a certain number of slots allotted to it.
I know it's a bad example, but take the ballistic hardpoint on the Timberwolf that normally fit a machinegun. In MW:O, it's a torso based ballistic hardpoint...and you could, in theory, mount an AC20 there. Somehow...I don't think that's what should be allowed, you know?
So, in the Stalker example, just make sure you've only got 2 energy hardpoints with 3 or more slots in them. The rest have 2. Too easy.
As for the whole 6 PPC Stalker build (and many others like it)...the EASIEST way to fix that is what they did with MW4.
MW4 introduced the whole "hardpoint" concept but....each hardpoint had a certain number of slots allotted to it.
I know it's a bad example, but take the ballistic hardpoint on the Timberwolf that normally fit a machinegun. In MW:O, it's a torso based ballistic hardpoint...and you could, in theory, mount an AC20 there. Somehow...I don't think that's what should be allowed, you know?
So, in the Stalker example, just make sure you've only got 2 energy hardpoints with 3 or more slots in them. The rest have 2. Too easy.
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