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

BattleMechs Balance Gameplay

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#1 Jin Ma

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Posted 13 June 2014 - 05:31 PM

They've never had a mech that can carry that many AC5 (whatever variation) before.. so there is no heat scale on it. Quite a big oversight.

Here is hilarious result. 6 C-UAC5 dire wolf almost heat neutral.




Having a heat scale of 4 would probably be a good idea.. (since the 4xAC5 jager isn't OP right now, no sense breaking that)

Edited by Jin Ma, 13 June 2014 - 06:06 PM.


#2 EgoSlayer

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Posted 13 June 2014 - 05:41 PM

I've seen it mentioned several times that Ghost Heat wasn't working correctly during the public test on Clan mechs. According to the Smurfy data export it is all supposed to be in place : http://mwo.smurfy-ne...eapon_heatscale

EDIT - I see that the 5 series AC's are not in that list now... Oops

Edited by EgoSlayer, 13 June 2014 - 05:42 PM.


#3 Jin Ma

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Posted 13 June 2014 - 05:42 PM

View PostEgoSlayer, on 13 June 2014 - 05:41 PM, said:

I've seen it mentioned several times that Ghost Heat wasn't working correctly during the public test on Clan mechs. According to the Smurfy data export it is all supposed to be in place : http://mwo.smurfy-ne...eapon_heatscale


Its working properly, they just never added it for AC5 family. And they must have forgotten to add it for clans, or mabye it was intentional.. but as we can see from the video its very broken.

there isnt one for AC5/UAC5 there never was one(because it was never needed, no IS mechs can carry >4 AC5), and if you look through that list carefully there isn't one for the C-UAC5 either

Edited by Jin Ma, 13 June 2014 - 05:48 PM.


#4 Sephlock

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Posted 13 June 2014 - 05:57 PM

View PostJin Ma, on 13 June 2014 - 05:31 PM, said:

They've never had a mech that can carry that many AC5 (whatever variation) before.. so there is no heat scale on it. Quite a big oversight.

Here is hilarious result. 6 C-UAC5 dire wolf almost heat neutral.




Having a heat scale of 4 would probably be a good idea.. (since the 4xAC5 jager isn't OP right now, no sense breaking that)
SHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Everything is fine. Stop complaining. We need to get in at least a few solid months of dakka before the nerfs hit...

#5 Kassatsu

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Posted 13 June 2014 - 05:59 PM

View PostSephlock, on 13 June 2014 - 05:57 PM, said:

SHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Everything is fine. Stop complaining. We need to get in at least a few solid months of dakka before the nerfs hit...


This is like the 6xAC2 jager only a billion times better because you have so much MOAR DAKKA.

#6 Sephlock

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Posted 13 June 2014 - 05:59 PM

View PostKassatsu, on 13 June 2014 - 05:59 PM, said:



This is like the 6xAC2 jager only a billion times better because you have so much MOAR DAKKA.
Exactly.

And PGI saw that and thought "Oh, they're deliberately gimping themselves in exchange for more fun? WE CAN'T HAVE THAT! Nerf AC/2s in several different ways, AND add ghost heat!"

I don't even want to imagine what they'd do to Clan dakka.

#7 Jin Ma

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Posted 13 June 2014 - 06:07 PM

View PostSephlock, on 13 June 2014 - 05:59 PM, said:

Exactly.

And PGI saw that and thought "Oh, they're deliberately gimping themselves in exchange for more fun? WE CAN'T HAVE THAT! Nerf AC/2s in several different ways, AND add ghost heat!"

I don't even want to imagine what they'd do to Clan dakka.


I'm just scared if PGI doesn't realize this they will nerf it the wrong way(cuz we know a nerf is coming eventually) instead of at the root of the issue. Like they tend to do

#8 ShadowWolf Kell

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Posted 13 June 2014 - 06:09 PM

View PostJin Ma, on 13 June 2014 - 06:07 PM, said:


I'm just scared if PGI doesn't realize this they will nerf it the wrong way(cuz we know a nerf is coming eventually) instead of at the root of the issue. Like they tend to do


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.

#9 Sephlock

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Posted 13 June 2014 - 06:16 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.
After a few nerfs, sure. And we still aren't sure how good the Enhanced NARC module will actually be. Looking at the other weapon enhancement modules suggests that it may increase NARC pod life by .0001 seconds.

Also I don't trust randoms to ever use NARC correctly, let alone at the right time(s) :o.

#10 ShadowWolf Kell

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Posted 13 June 2014 - 06:17 PM

View PostSephlock, on 13 June 2014 - 06:16 PM, said:

After a few nerfs, sure. And we still aren't sure how good the Enhanced NARC module will actually be. Looking at the other weapon enhancement modules suggests that it may increase NARC pod life by .0001 seconds.

Also I don't trust randoms to ever use NARC correctly, let alone at the right time(s) :D.


It's not what it does with NARC that's OP. It's what it does with TAG. :o

#11 Sephlock

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Posted 13 June 2014 - 06:20 PM

View PostJin Ma, on 13 June 2014 - 06:07 PM, said:



I'm just scared if PGI doesn't realize this they will nerf it the wrong way(cuz we know a nerf is coming eventually) instead of at the root of the issue. Like they tend to do


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).

#12 Jin Ma

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Posted 13 June 2014 - 06:22 PM

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).


on that note, the impluse should really be reduced for C-LRMs...

Clan lrms have MORE impluse than the IS ones.. which really confuses me since a stream of missiles with impulse > one volly of missiles with same impulse.

Its cockpit shake is getting crazy up in here

#13 Kassatsu

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Posted 13 June 2014 - 06:23 PM

View PostShadowWolf Kell, on 13 June 2014 - 06:17 PM, said:


It's not what it does with NARC that's OP. It's what it does with TAG. :o

TAG OP. Needs ghost heat. HBK-4P

On a more serious note:

View PostJin Ma, on 13 June 2014 - 06:22 PM, said:


on that note, the impluse should really be reduced for C-LRMs...

Clan lrms have MORE impluse than the IS ones.. which really confuses me since a stream of missiles with impulse > one volly of missiles with same impulse.

Its cockpit shake is getting crazy up in here

Agreed. Saw a Summoner that had like 4 LRM-10s and an LRM-15. It was literally a constant stream of missiles and whoever was being hit by it could do exactly nothing because the shake is so bad.

Edited by Kassatsu, 13 June 2014 - 06:24 PM.


#14 CuriousCabbitBlue

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Posted 13 June 2014 - 06:35 PM

better idea, make clan lrms do no damage....make them shake even more~! >-=D

#15 LawDawg

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Posted 13 June 2014 - 06:42 PM

UHG

Edited by SLDF LawDog, 13 June 2014 - 06:43 PM.


#16 BlackBeltJones

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Posted 13 June 2014 - 06:43 PM

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).

True story even if it hasn't h.appened yet.
Im killin in my Hornet FYI

#17 FupDup

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Posted 13 June 2014 - 06:44 PM

Quote

no ghost heat on c uac5 ac5 uac5

You say that like it's a bad thing.

#18 Monkey Lover

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Posted 13 June 2014 - 07:25 PM

"Let the stalker go first he can take the damage"

Kind of somes it all up for gameplay in mwo"all for one and one for one."

What happen to, " we better get out there and help him before he dies alone". Naaa mech shileds are op in this game. This is more of a problem to me than flippen ghost heat.

Edited by Monkey Lover, 13 June 2014 - 07:31 PM.


#19 Mechteric

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Posted 13 June 2014 - 08:49 PM

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

Edited by CapperDeluxe, 13 June 2014 - 08:49 PM.


#20 Serpieri

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Posted 13 June 2014 - 09:07 PM

Ghost Ammo or Ghost Jam or Ghost Garbage coming soon from PGI.





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