Edited by L e 0, 26 May 2014 - 12:43 PM.
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#1
Posted 26 May 2014 - 12:42 PM
#2
Posted 26 May 2014 - 01:02 PM
#3
Posted 26 May 2014 - 01:05 PM
#4
Posted 26 May 2014 - 02:47 PM
Diablobo, on 26 May 2014 - 01:02 PM, said:
We can't have nice things.
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To put in perspective based on ghost heat caps...
2 PPCs = 20 pt instant pinpoint damage
6 med lasers = 30 pt streaming damage
2 large lasers = 18 pt streaming damage
Does this compute? PGI logic.
Edited by Deathlike, 26 May 2014 - 02:48 PM.
#5
Posted 26 May 2014 - 02:49 PM
Deathlike, on 26 May 2014 - 02:47 PM, said:
We can't have nice things.
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To put in perspective based on ghost heat caps...
2 PPCs = 20 pt instant pinpoint damage
6 med lasers = 30 pt streaming damage
2 large lasers = 18 pt streaming damage
Does this compute? PGI logic.
It computes a bit more closely when you consider the ranges of the weapons involved, too.
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That said, Ghost Heat is a terrible idea, and should be burned at the stake.
#6
Posted 26 May 2014 - 03:00 PM
Vweegit, on 26 May 2014 - 02:49 PM, said:
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Yes and yet no.
Sure, medium lasers have limited range, but you have to consider that they are ALWAYS bread and butter in most solid builds (even missile boats). You don't really compare the med laser to the Large Laser BECAUSE of the range, tonnage/crit requirements, and damage dealt.
Here's something to think about..
2 PPCs
14 tons
6 crits
20 pts of instant pinpoint damage
20 pts of heat
2 Large Lasers
10 tons
4 crits
18 pts of streaming damage
14 pts of heat
Outside of the obvious, if you had to choose between 2 LL and 2 PPCs to kill the opfor (assuming you both have the same mechs), are you going to go to "try" and snipe them with 2 LL and "try" to get in 90m?
Here's some numbers to ponder:
3 Large Lasers
15 tons
6 crits
27 pts of streaming damage
21 pts of heat
Hmm... doesn't it resemble the 2 PPC loadout? I guess 3 LL > 2 PPCs?
Must be some other game I'm playing for 3 LL to be "OP" over 2 PPC.
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Fixed.
#7
Posted 26 May 2014 - 03:01 PM
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#8
Posted 26 May 2014 - 03:02 PM
#9
Posted 26 May 2014 - 03:09 PM
Khobai, on 26 May 2014 - 01:05 PM, said:
you want pinpoint damage fixed? ok lets change it from a sim to a dice game. Problem solved only way you can solve it without making this game even more out of touch with the technology the game has. lets be honest even torso mounted weapons can be slightly adjusted to converge at the technology level they have in game. especially lasers. since they are a beam of focused light. slight change on focus point means converging beams.
If they did implement weapons only converging from arms and torso weapons were fixed straight ahead and never merged it wouldn't change the meta because a lot of mechs mount said meta weapons on each arm then one in torso. guess what the arms can converge with the torso one that cannot. hmm problem not solved is it?
#10
Posted 26 May 2014 - 03:16 PM
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#11
Posted 26 May 2014 - 03:17 PM
Deathlike, on 26 May 2014 - 02:47 PM, said:
We can't have nice things.
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To put in perspective based on ghost heat caps...
2 PPCs = 20 pt instant pinpoint damage
6 med lasers = 30 pt streaming damage
2 large lasers = 18 pt streaming damage
Does this compute? PGI logic.
I think the number of hardpoints required to reach that damage is a factor they considered.
Also the fact that it is pretty easy to chain fire large lasers or fire two, then one for full damage. Chain firing more than six medium lasers takes quite a bit longer.
No, they should not increase the LL cap. They should, however, add one for dual guass. 30 pinpoint damage using only two hardpoints absoutely falls within the scope of what they applied ghost heat to.
#13
Posted 26 May 2014 - 03:52 PM
Felio, on 26 May 2014 - 03:17 PM, said:
So 2 PPCs across the board it is...
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Chainfiring lasers is generally a BAD idea (if anything, it's pretty much an underhive-suggestion). The more time you expose yourself to the opponent, your TTK is shortened. That's why even "hit and fade" attacks for snipers/brawlers is a novel idea, as the heat generated will overwhelm you and not allow you to fire further until you cool down... overheating in mid-combat is your own undoing.
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I'm pretty sure that's what the charge mechanic is for... because giving it ghost heat like the AC20 makes zero sense.
#14
Posted 26 May 2014 - 04:03 PM
Deathlike, on 26 May 2014 - 03:52 PM, said:
You are making my point. Large lasers deal more damage in a shorter amount of time, so they have a lower ghost heat cap.
The gauss charge mechanic came before ghost heat. It was added because 15 instant pinpoint damage from virtually any range was overpowered.
As for your other comments, I don't know what you're trying to say or why.
#15
Posted 26 May 2014 - 04:06 PM
#16
Posted 26 May 2014 - 04:18 PM
#17
Posted 26 May 2014 - 04:35 PM
Felio, on 26 May 2014 - 04:03 PM, said:
No... what I said was that if YOU are the one running chain Large Lasers, your TTK (Time To Kill aka your mech's life expectancy) is lowered because EVERYONE that knows you're there with PPCs will target and destroy you BECAUSE you have to keep your focus on your target for a longer duration than the PPC that needs to be shot once and gotten back into cover immediately.
The biggest mistake even the classic 2 ERL Raven/Cicada makes is that it exposes itself too long for someone to get a beat on it. It only gets worse if you try to chain fire 3 ERL on a Cicada build.
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I'm actually trying to remember if that was the case, but regardless ghost heat is NOT applied to Gauss Rifles. It would be senseless otherwise.
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I think there's a reading problem here.
Edited by Deathlike, 26 May 2014 - 04:37 PM.
#18
Posted 26 May 2014 - 04:47 PM
#19
Posted 26 May 2014 - 04:47 PM
Diablobo, on 26 May 2014 - 01:02 PM, said:
It is a horrible idea and needs to burn in the 7th layer of Hell, much like Paul's career as a game designer should.
#20
Posted 26 May 2014 - 04:58 PM
L e 0, on 26 May 2014 - 12:42 PM, said:
Just use 3 LL then?
Ghost heat is not this evil system that everyone fears. Hell a few of my "go to" mechs are under ghost heat, yet it doesn't effect them much.
3 LL (alpha) is the cost of 3 LL in heat (21) + 3 more heat (an SRM4), with the duration it actually comes out about even due to your heatsinks being able to lessen the "blow" from the heat.
3LPL is a little harder to handle (and is recommended for high skill people only). On hot maps like Terra Therma, its a bit warm to handle, on normal maps and cold ones its fine.
case in point. Use Smerfy to look at each weapons heat scale. Weapons like the AC2 the penalty really doesn't start to kick in until you have 5+ and even then its not a major issue till 7. (what i am referring to is where ghost heat starts making you pay, in heat, the cost of another of the same weapon).
Edited by SirLANsalot, 26 May 2014 - 04:58 PM.
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