#1
Posted 20 April 2014 - 04:17 PM
Max of 20 LRMS launched at once no matter what combination.
Max 1 PPC or ERPPC at once. Severe penalty for 2 fired at once
Max 1 AC5, 1 UAC 5 at once.
Max 1 AC10 at once.
Max 1AC20 at once. Severe penalty for 2 fired at once
AC2s can stay as is.
Max 1 LBX at once.
Max 1 Gauss at once. (only let one charge at once)
Max 1 Large laser of any type at once.
Max 3 or 4 medium lasers of any type at once.
Max 6 or 8 SRMs at once no matter the combination.
Max 2 or 4 SSRMs at once.
Small lasers can stay as they are.
Pinpoint damage would be reduced.
Damage could be more easily spread around the mech.
Would encourage more diverse builds.
Brawlers could close the range easier and faster.
Every MechWarrior game has always been about alpha strikes because there has never been a reason not to play that way. Alpha strikes should be a last resort or final strike to destroy your opponent.
#2
Posted 20 April 2014 - 04:19 PM
#3
Posted 20 April 2014 - 04:20 PM
RangerGee412, on 20 April 2014 - 04:17 PM, said:
You do realize that
heat does not stop all alpha strikes, right? It only stops boat alphas. Mixed build alphas, such as the infamous PPC + AC builds, get to laugh at your feeble attempts at penalizing them.
#4
Posted 20 April 2014 - 04:22 PM
#5
Posted 20 April 2014 - 04:49 PM
FupDup, on 20 April 2014 - 04:20 PM, said:
heat does not stop all alpha strikes, right? It only stops boat alphas. Mixed build alphas, such as the infamous PPC + AC builds, get to laugh at your feeble attempts at penalizing them.#6
Posted 20 April 2014 - 05:03 PM
#7
Posted 20 April 2014 - 05:05 PM
The end.
#8
Posted 20 April 2014 - 06:06 PM
#9
Posted 20 April 2014 - 06:53 PM
the only thing that will "fix" alpha strikes is to make fewer weapons pinpoint. this is a weapons problem it never was a heat problem.
and for those that think otherwise i submit this.
http://www.twitch.tv...rac/b/521454157
i am ashamed that it works even on the thunderbolt. and yes you can still lay out 6 ppcs without overheating.
i literally have used that build on all my tbolts and they are almost all elites atm.
Edited by Mellifluer, 20 April 2014 - 06:58 PM.
#10
Posted 20 April 2014 - 07:07 PM
#13
Posted 20 April 2014 - 07:20 PM
Mellifluer, on 20 April 2014 - 06:53 PM, said:
the only thing that will "fix" alpha strikes is to make fewer weapons pinpoint. this is a weapons problem it never was a heat problem.
and for those that think otherwise i submit this.
http://www.twitch.tv...rac/b/521454157
i am ashamed that it works even on the thunderbolt. and yes you can still lay out 6 ppcs without overheating.
i literally have used that build on all my tbolts and they are almost all elites atm.
uhh, that's only 3 PPCs, not 6, and when you alpha'd them you nearly shutdown and were too hot to fire even one PPC again for 10 seconds. Look Ghost Heat was never to keep mechs from killing other mechs, just make it a bit harder. Hey, it's MechWarrior, mechs get destroyed. You win by not letting it happen to your mech. However, if you can design a mech that has no Ghost Heat you gain an edge, sometimes that's all you need. That's the only thing I like about Ghost Heat. It makes building a smooth running mech an elite challenge. Once you conquer Ghost Heat with a cutting edge mech you pretty much own the mechs struggling against it. Part of the plan? I have no idea.
#14
Posted 21 April 2014 - 12:53 AM
#15
Posted 21 April 2014 - 05:53 AM
#16
Posted 21 April 2014 - 05:55 AM
RangerGee412, on 20 April 2014 - 04:17 PM, said:
Max of 20 LRMS launched at once no matter what combination.
Max 1 PPC or ERPPC at once. Severe penalty for 2 fired at once
Max 1 AC5, 1 UAC 5 at once.
Max 1 AC10 at once.
Max 1AC20 at once. Severe penalty for 2 fired at once
AC2s can stay as is.
Max 1 LBX at once.
Max 1 Gauss at once. (only let one charge at once)
Max 1 Large laser of any type at once.
Max 3 or 4 medium lasers of any type at once.
Max 6 or 8 SRMs at once no matter the combination.
Max 2 or 4 SSRMs at once.
Small lasers can stay as they are.
Pinpoint damage would be reduced.
Damage could be more easily spread around the mech.
Would encourage more diverse builds.
Brawlers could close the range easier and faster.
Every MechWarrior game has always been about alpha strikes because there has never been a reason not to play that way. Alpha strikes should be a last resort or final strike to destroy your opponent.
Ghost heat fixes nothing...go back to the drawing board Doc Brown, only a flux capacitor will fix this game's balance issues.
Seriously, I have pointed out the issue multiple times. It is blatantly obvious, and ghost heat actualy goes against fixing this game.
#17
Posted 21 April 2014 - 05:57 AM
#18
Posted 21 April 2014 - 06:00 AM
Lightfoot, on 20 April 2014 - 07:20 PM, said:
....... really?
Gyrok, on 21 April 2014 - 05:55 AM, said:
QFT. The problem is that the issues are ingrained into the game at the most basic levels, caused by choices made in the early design phase before they ever laid down code. They'd basically be writing a new game to fix the primary problems that the balance issues revolve around.
Edited by OneEyed Jack, 21 April 2014 - 06:03 AM.
#19
Posted 21 April 2014 - 06:04 AM
#20
Posted 21 April 2014 - 06:08 AM
Mellifluer, on 20 April 2014 - 06:53 PM, said:
the only thing that will "fix" alpha strikes is to make fewer weapons pinpoint. this is a weapons problem it never was a heat problem.
and for those that think otherwise i submit this.
http://www.twitch.tv...rac/b/521454157
i am ashamed that it works even on the thunderbolt. and yes you can still lay out 6 ppcs without overheating.
i literally have used that build on all my tbolts and they are almost all elites atm.
1Kill /5 assists 203 damage and you are calling that OP???
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

























