aniviron, on 05 April 2014 - 04:17 PM, said:
Though there haven't been a lot of complaints, (Well, there have been, but not about any of these specific builds in particular; just search the gameplay balance forum for 'autocannon' if you want a specific list of complaints that have been leveled against them in the last six months) all of those builds are significantly more powerful than a triple PPC build or a quad llas build; I just don't like that this punishment arbitrarily makes every single energy-heavy loadout much worse, while doing nothing to curb the power of ballistic-heavy builds that are already significantly better than the energy builds anyway. It just gets more obscene when you have a mech like the BNC-3E which can do quad AC5 with room to spare for some backup weapons.
You won't find me defending ghost heat; again, I feel like there has to be a better way to balance out the heat mechanics than screwing over every energy-dependent variant more than they already are.
Why not just raise the heat of AC5, UAC5s and AC10s?
Monkeystador, on 06 April 2014 - 12:33 AM, said:
Ghost heat is an effective way to nerv single combinations. Most systems effecting everything is fated to have side effects.
The direct alternative is to cap alpha damage cap or different weapon convergence speed that prevents pinpon alpha unless you take more time to aim. Same as with fps shooters amd movement penalties on weapons.
Everyone would love convergence to play a role since it would fix a lot of balance problems we have right now but the devs are simply not good enough to make it work in a HSR server-side world.