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No Ghost Heat On C-Uac5 (Ac5, Uac5)

BattleMechs Balance Gameplay

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#21 ShadowWolf Kell

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Posted 13 June 2014 - 09:09 PM

View PostCapperDeluxe, on 13 June 2014 - 08:49 PM, said:

The answer isn't ghost heat, its proper heat capacity limits with appropriate heat dissipation implemented.


That would require them to concede that their idea is borked. I don't expect that to happen any time soon. At least not until they hit the limit and need to alter it to move forward.

#22 Scratx

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Posted 13 June 2014 - 09:14 PM

View PostCapperDeluxe, on 13 June 2014 - 08:49 PM, said:

The answer isn't ghost heat, its proper heat capacity limits with appropriate heat dissipation implemented.


:o

That does nothing to hexa-UAC5.

#23 Turboferret

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Posted 13 June 2014 - 10:17 PM

View PostShadowWolf Kell, on 13 June 2014 - 06:09 PM, said:


Not necessarily. People have been screaming bloody murder for an LRM nerf and what did PGI do? They gave LRMs a dramatic buff with the Enhanced NARC module.

Are you saying devs will add REVERSE GHOST HEAT for CUAC5s?

Generate less heat when fired together!

#24 Archon

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Posted 14 June 2014 - 12:17 AM

I honestly don't see it as an issue; the Direwolf is already incredibly slow. The tradeoff for being that vulnerable is having high firepower. Even with 5 UAC5s you have to stay pretty damn well focused on the target and you can't carry all that much ammo.

#25 Jin Ma

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Posted 14 June 2014 - 05:09 AM

View PostAzrael1911, on 13 June 2014 - 10:17 PM, said:

Are you saying devs will add REVERSE GHOST HEAT for CUAC5s?

Generate less heat when fired together!


UAC5 heating actually cools your mech, so you can fire moar lasers!

#26 Ph30nix

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Posted 14 June 2014 - 05:11 AM

i still prefer my 6 UAC/2 Dakawolf

my targets get to feel like they are in a cement mixer and have zero vision if im focused on their CT
if they do implment ghost heat though ill try this it doesnt have alot of ammo though
http:// [DIRE WOLF-B]: 2xCUAC10, 2xCUAC5, 2xCUAC2, Clan XL300, DHS

but how i fire my UAC'2s ghost heat probably wont effect me anyways.
[DIRE WOLF-B]: 6xCUAC2, Clan XL300, DHS

25 DHS and about 1600 rounds of ammo with 3 groups of 2 set to chain fire 3 groups at a time
non stop firing with virtually zero heat. on heat neutral maps i can fire from 1600 rounds to 0 without stopping and never over heat.

Edited by Ph30nix, 14 June 2014 - 05:16 AM.


#27 Zerberus

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Posted 14 June 2014 - 05:30 AM

View PostShadowWolf Kell, on 13 June 2014 - 06:09 PM, said:


Not necessarily. People Beginners and people that refuse to get better have been screaming bloody murder for an LRM nerf and what did PGI do? They gave LRMs a dramatic buff with the Enhanced NARC module.

FTFY

And how coincidental that you "forget" to mention the radar deprivation module, a hard counter to Target Decay and a heavy nerf to LRMs..... Your agenda is showing, you may waht to tuck that back in ;)

View PostSephlock, on 13 June 2014 - 06:20 PM, said:

Future patch notes:

Removed all unique Clan weapon sounds except for the warhorn sounds. All weapons now sound like their Inner Sphere counterparts.

Forced LRMs to fire one at a time, with 0 impulse and no visible explosions.

Removed impulse and visible impacts from autocannon weapons.

Added ghost heat to all Clan weapons, you can now only fire 2 of anything fun within a 2 second time frame.

Increased volume of the War Horns and made it so that everyone can hear them each time they go off.

Increased probability of Ultra Autocannon jamming and added a chance for Clan LBX autocannons to jam.

Increased the cooldown on LRMs and reduced their damage. Ditto for SSRMs.

Compensated for the increased damaged dealt by SRMs since the HSR fix by lowering their damage and increasing ghost heat. (At least the former).


Don`t forget (if we want to cater to the whiners, gotta get them all with one fell swoop.:

Removed ghost heat for IS mechs

IS mechs take 100% reduced damage from clan weapons

Clans take 200% damage from IS weapons

JJs shake removed, and lifting strength buffed 600%. Mech can be spun freely and float around the battlefield for up to 2 minutes when JJS active.

IS AC5 and PPC ranges set to 2000m and triple range falloff.

IS AC5 set to 50 dmg /shell

IS PPC set to zero heat and 60 dmg /shot

Removed ability for clan mechs to carry armor and reduded internal HP by 90%

Clan XL engines explode if mech is hit anywhere with any weapon.
---------------------

Seriously, if you guys want instagib rocket jumping deathmatches (and you most obviously do), then sign up for Quake Live instead of constantly trying to make MWO something it should never be.

Edited by Zerberus, 14 June 2014 - 07:19 AM.






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