AllSystemsNominal, on 17 July 2014 - 06:52 PM, said:
You have to admit...more chain fire and less alphas would make for a lot more interesting and action packed battles.
yup
by not actually punishing players for overheating, they're enhancing the problem.
I've never EVER given my opinion on ghost heat because
A: It doesn't matter, it's here and staying apparently
B: It never really bothered me much. I learned to adapt to it pretty early on.
So, with THAT said
Ghost heat does not solve what PGI wanted it to solve. It hampers more than it helps. It screws with canon stock mech designs that have to run loadouts that violate the ghost heat rules
It wasn't needed, it was another example of PGI putting a lot of effort and resources into something that simply was never going to fix what they wanted it to. The only thing it really did was make those wanting high damage alphas get creative in weapon selection to circumvent it, thus rendering it completely irrelevant.
A better way to fix it even with the way they've implemented the heat scale and heat sinks, would simply have been adding in detrimental heat effects like I mentioned above.
Hard numbers wouldn't even matter (other than prolonging how quickly a mech hits a heat threshold)
So for example:
25% heat = a 15% decrease in mech speed
35% heat = a 20% decrease in speed and convergence slows down by 10%
50% heat = a 30% decrease in speed and vision begins to blur making it difficult to make out details past 300 meters
75% heat = a 40% decrease in speed, vision blurs even more past 150 meters, convergence slows by 20%, and HUD flickers similar to the old PPC effects in previous MW titles and makes target locks difficult to obtain
90% heat = a 60% decrease in speed, vision becomes tunnel vision cutting down on peripheral vision, convergence slows by 30%, the HUD shuts down giving no targeting information and disallowing target locks, and ammo begins to have an increasing chance of cooking off (IE for every 5 seconds at or above this heat level until shutdown increases the chance of ammo cooking off by 5%)
That would increase TTK, cuts down on high damage alphas, implements a heat system that actually encourages players not to run hot like that, and doesn't place limits on actual builds like the Awesome.
I personally think that would be MUCH better than ghost heat and it would actually prevent the high alpha strikes continuously. As it is now, ghost heat only gets you to shut down faster, which if you're in a mech like a support mech, or sniper, or poptart, it's a non-factor because you're usually going to be behind cover while you're shut down early on in the match anyhow.
Now all those numbers were just for an example and could be adjusted as needed.
Joseph Mallan, on 17 July 2014 - 06:57 PM, said:
Not the game I play though. I understand if you don't like Front loaded damage, but I do. and taking it out of MW:O would hurt the game I like.
I think my example allows you to run whatever you want but you have risks associated with that