Reno Blade, on 18 July 2014 - 10:12 AM, said:
Yes I believe the game would be worse if we had no GH.
Even if only for PPCs, the effect was badly needed to reduce the 40 dmg alphas.
you could shoot 4-5 PPCs instead of the curent 3 (with GH).
Someone is bad at math or missed the part where they jacked up the base weapon heat and gave PPCs hard minimum ranges. 4 PPC alpha machines became the same type of bad troll build the old 6 PPC Stalkers were, without GH being required.
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3x double 20s makes you shut down
Try a Direwolf with 3 or 4 UAC20? instant shut down. Would be no problem without GH
No thanks. I'll pass on driving a mech with all short-range weapons that's slow enough to make using them a problem and turns bad enough that I don't really want to get that close. Balance isn't about finding the worst players in the game finding ways to bundle them in bubble wrap.
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Lasers are still in a bad space (worse than PPCs), but there are still people using a BM with 6 LL and alpha them with 99% heat (on cold maps) to good effect (killing people in 1-2 shot).
It's not that Lasers are as strong as PPCs, but alpha striking lots of them was way stronger than spacing your shots.
4+ LLaser can do a lot of damage and adding GH makes the shooter space the shots, or (if he wants to take the heat) deal with the penalties.
I use 3 LL builds (like Warhawk with 3ERLL, Gauss, 2SRM6) and I use 3 or 2 of them roughly equally often.
Oh, I use LL builds, too. However, I'm honest enough not to try double-speaking by suggesting the worst-off weapons in the FLD meta are both in a bad place
and need to be forced to stagger fire. You can't have it both ways. Even if firing 6 LL alphas was actually a good idea (it wasn't before GH, it's now, and it wouldn't be if GH was removed), they'd still be worse than PP FLD weapons.
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SRM boats like the splat cat are the only ones really affected by the GH for SRM or Streaks.
If you have more than 3 SRM6, you can deal a lot of damage.
The effect of 24 SRM with 2 damage each, even with the missile spread, can be very devestating.
It also has extreme downsides, such as very high base heat, extremely short range, massive ammo requirements, and foregoing any kind of backup plan. Splatcats were only ever even good if they managed to outplay you before they ever fired a shot. And that was with the actual missile splash code busted nine ways from Sunday and doing many times the amount of damage they were supposed to do.
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Firing 4+ LRM 10/15 does a lot more heat than firing 2/2 groups.
It limits the amount of 50+ missile volleys, not the chainfired streams.
The effect on LRMs is negligible. While it's a better point than any other you've made thus far, it's not needed and would be a small price to pay to rid ourselves of this travesty. It could also be easily replaced by much better limits, specific to missiles, that would actually make sense.
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The Missile launchers over 2/5 are linked together and use the highest penalty. Nothing else to "make sense".
You're kidding, right? 30 missiles (3x10) causes GH, but 30 missiles (2x15) doesn't, and 40 missiles (2x20) causes none, either. Or 18 SRMs (6x3) causes no GH, whatsoever, but 16 (4x4) does. And worse yet, 10 SRMs (5x2) does as well! But you think that makes sense?!?! If
that makes sense to you, then no wonder the rest baffles you so much.
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The AC2 was first affected (bugged) because of the short cooldown and has GH, to limit the stun-lock ability of macro'd 4-6 AC2s.
It is not very effective in dealing FLD pinpoint damage to one spot, but you could see nothing or shoot back at all, if you got into someones chaingun barrage.
That's complete and utter bullcrap. Not only is it diametrically opposed to what they claimed was the intention of GH (limiting alphas), but they didn't need nerfed in the first place. I played on both sides of the DAKKA as well, and not only was I
alwaysable to continue fighting but, when I played it myself (hey, DAKKA is amusing as hell), anyone not newb enough to freak out at the tinkle of light damage could consistently ignore it long enough to end me messily. It never was a major threat, and with the entire weapon system nerfed to the scrap pile by drastically increased cooldowns and decreased ranges, it could really benefit from the dubious usefulness of scaring newbs and being entertaining.
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All these changes lead to more time to deliver your damage, or heat penalties if you still want to group fire.
It's a basic Risk vs Reward mechanic that gives the player the choice without removing the ability to do so.
It also gives you a reason to consider taking different weapons and not boat a single weapon (type).
That GH had not "fixed" everything is partly due to GH not ruling out all cases and party because players adapt, change builds, or just learned when they could take the risk (like your example with the LRMs, or my Example with the Laser).
IMHO ghost heat is not the bad voodoo many people believe it to be and not a band aid, but a "feature" for balance.
(same as the 2 gauss charge at the same time)
Ghost Heat defies all logic, reason, common sense, and anything else that has to do with actually using a brain. And worse, it
is a band-aid, and one that doesn't even work to do what PGI (and apparently you) think it's doing, because the only weapons it actually places any real limits on
are the ones that most need not to have those limits. The others either aren't noticeably limited by it, or are limited by other means to the point where GH becomes redundant and meaningless. And all of them could be better limited by other means
that actually make sense.
[Edit]Or they could just fix the
real problem and make all the band-aid(s) moot.
Edited by OneEyed Jack, 19 July 2014 - 04:42 AM.