And whats wrong with poptarts? The TT has the equivalent via headshots. Most company on company TT games at least one mech dies from a head shot instantly. MWO is more forgiving in that regard. No one is killing you with a single AC/10 hit to your fresh precious Dire Wolf. Theres no pilot to critical hit. Theres no life support. You arent going to choke to death on vacuum or drown in level 0 water.
If the heat and heat sinks worked right, this never would have been an issue in the first place. The most youll be throwing on a mech is 10 to maybe 15 more DBLheatsinks, and still having room for a 60 heat worth of firepower. You cant even have a Supernova in this game because it would shut down every alpha.
Also...where are the penalties for lower amounts of heat? Movement and aiming penalties?
There arent even...through...armor...criticals.
No one is knocking out your gyro with an AC/2 20 seconds into the game.


Please Accept The Ghost Heat
Started by HUBA, Sep 15 2014 12:20 PM
24 replies to this topic
#21
Posted 15 September 2014 - 03:00 PM
#22
Posted 15 September 2014 - 03:04 PM
I think the problem honestly...is partially to blame on the dynamic bar that indicates your heat. What you should have is boxes that fill up as heat goes up, and then the unlight when it goes down. Every few boxes has a penalty attached. They can even replace the aiming penalty with sensor penalties. It shouldnt start climbing until youve exceeded the total heat sink capacity for your mech. No single weapon should ever be giving you any heat at all, unless you have 10 standard and fire something that makes over 10 heat.
And the penalties for ignoring heat should be catastrophic, and random, so that even cutting into the danger area a little, might bite you in the ass.
And the penalties for ignoring heat should be catastrophic, and random, so that even cutting into the danger area a little, might bite you in the ass.
#23
Posted 15 September 2014 - 03:10 PM
Still feel that a hard 30 heat cap is the way to go.
Then we can tweak heat scale penalties to the lowered capacity, and adjust dissipation as necessary (such as consider true DHS dissipation on external DHS).
Then we can tweak heat scale penalties to the lowered capacity, and adjust dissipation as necessary (such as consider true DHS dissipation on external DHS).
#24
Posted 15 September 2014 - 03:27 PM
Bacl, on 15 September 2014 - 12:49 PM, said:
The whale without ghost heat would be the most dangerous of all, Twin Ultra AC20, 6 LPL alphas and this is my favorite; , could use this without blowing up after 2 shots.
I am against ghost heat and it needs to go but clans do need some kind of limitation because their alpha potential is simply insane.
I am against ghost heat and it needs to go but clans do need some kind of limitation because their alpha potential is simply insane.
Please tell me most of those shut downs resulted in the mech self destructing.
Perhaps what really need is greater penalty for exceeding heat limits.
#25
Posted 15 September 2014 - 03:32 PM
Youll always impress your customers and fans adding new mechanics instead of tweaking old mechanics.
Take for instance that star wars fans will sooner accept Episode 1, than the re-edits. If what you add thats new isnt that great, we'll understand, at least youre providing more content. If you go back and mess with what we love...you just piss people off.
And what sucks, is im sure that on the floor of PGI, people have had that exact same star wars discussion, and no one has ever applied that logic to the project theyre working on
And see what happens PGI? Now youre in that spot. Now that we have ghost heat, we have people who like ghost heat, who will be pissed off you remove ghost heat. Youve already lost people over adding ghost heat, and now youve wedged yourself into this corner. If you never added ghost heat, but instead based the heat scale directly on the TT, people would have thought, oh thats new to the series, and we'd be passed it. No one would ever have left, nothing would have been needed to have been tweaked, and you wouldnt have to gamble with which cadre of players to upset with a change.
At this point were probably stuck with it. Barring an addition of an entirely new heat system. Which would be cool but id honestly rather fight over planets and get radar and such working right, and a plethora of other things.
Doesnt mean anyone should stop railing against ghost heat though. It was a bad decision and future iterations hopefully dont follow the same path, and hell, maybe PGI can do something about it and give us something thats alot more challenge to manage and has a nice wide array of effects, that include penalties and ammo explosions and frying your pilot and such.
Take for instance that star wars fans will sooner accept Episode 1, than the re-edits. If what you add thats new isnt that great, we'll understand, at least youre providing more content. If you go back and mess with what we love...you just piss people off.
And what sucks, is im sure that on the floor of PGI, people have had that exact same star wars discussion, and no one has ever applied that logic to the project theyre working on

And see what happens PGI? Now youre in that spot. Now that we have ghost heat, we have people who like ghost heat, who will be pissed off you remove ghost heat. Youve already lost people over adding ghost heat, and now youve wedged yourself into this corner. If you never added ghost heat, but instead based the heat scale directly on the TT, people would have thought, oh thats new to the series, and we'd be passed it. No one would ever have left, nothing would have been needed to have been tweaked, and you wouldnt have to gamble with which cadre of players to upset with a change.
At this point were probably stuck with it. Barring an addition of an entirely new heat system. Which would be cool but id honestly rather fight over planets and get radar and such working right, and a plethora of other things.
Doesnt mean anyone should stop railing against ghost heat though. It was a bad decision and future iterations hopefully dont follow the same path, and hell, maybe PGI can do something about it and give us something thats alot more challenge to manage and has a nice wide array of effects, that include penalties and ammo explosions and frying your pilot and such.
Edited by KraftySOT, 15 September 2014 - 03:37 PM.
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