Wintersdark, on 04 December 2014 - 07:52 PM, said:
This, because group-fired AC2's tend to "desync" slightly, already spreading their fire over several hundredths of a second. As soon as there's <0.5s between any two AC2 rounds, Ghost Heat starts counting. As this desync keeps compounding, it tends to randomly but very rapidly ramp up ghost heat even in situations where there aren't enough AC/2's firing to officially generate ghost heat.
Then, of course, you get the joyous situation where someone has 2 AC2's in two separate firing groups (say, one for each arm on a Jagermech as an example). Fire them "offset" and you get ghost heat practically instantly, fire them together and the closer to .5s they cycle, the closer to impossible it is to avoid that situation.
Of course, the good solution here is to just remove AC/2 ghost heat (because seriously, **** ghost heat on AC/2's!!! they're the WORST autocannon, and require effectively 100% face time while spreading damage!)
Cooldown modules all give +12% cooldown time. Most variant-specific AC/2 quirks stack with generic ballistic quirks to give +15% AC/2 cooldown, or even faster in certain cases. The Dragon 1N in particular has a generic ballistic cooldown of +25%. And add another +5% due to the Fast Fire pilot skill.
A +12% AC/2 cooldown module would be a non-issue, even with

...And, by the way, group-fired AC/2 with that cooldown mod wouldn't even fire faster than or equal to 0.5 seconds.
Base cooldown: 0.72
Module buff: +12%
Fast Fire Pilot Skill: +5%
Combined buff: +17% (decimal form is 0.17)
0.72 - (0.72 * 0.17) = 0.72 - 0.1224 = 0.5976
You'd be in the clear from

And even if a "desync" did occur by some bug, that would be the player's own choice to briefly boost their damage rate at the cost of heat from paranormal sources. If they didn't want to trigger it, they could just remove the module or not hold down the firing button.
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That being said, having

Edited by FupDup, 04 December 2014 - 08:29 PM.