Whoops, on 03 October 2014 - 04:50 PM, said:
Uhm, no. This just excessively harms weapons that naturally spread their damage, and by default do more damage per shot than a PPFLD setup. Example: SRM6 x 3 is penalized for anything over 30, but 2 ac10's and a ppc fit fine, yet cause many more issues in the game proper.
Edit: and god help the stock nova.
Oh yeh, forgot to mention, for the purpose of cap calculation you can treat weapons that spread damage as 70-75% only, so if 30 is pinpoint cap, 40 would be the cap for the lasers, SRMs etc.
BTW I wrote "X" instead of specific number on purpose, you can either split current alphas in two (20 cap) or fix the current ones at some sensible level (30-40) and prevent some builds from getting out of hand.
I just don't get it why people are so opposed to idea, unlike Ghost Heat:
- it affects all weapons and not only energy ones;
- it doesn't make pure energy mechs even more worthless than they would be with broken MWO heatscale alone;
- it virtually affects NOTHING but alpha damage.
Furthermore there would be no need to keep:
- Gauss charge
- PPC projectile nerf
- clan laser heat and burn duration nerfs
- [possible] JJ nerfs
- and many others
Scratx, on 03 October 2014 - 05:01 PM, said:
Horrible idea. And if you're talking about global cooldowns on macros, you obviously have no real understanding of what they are or how they work and thus I'm afraid I have no option but to consider your grasp of the game mechanics to be suspect at best.
If we are to prevent alphas instead of penalizing, it is plain better to go with one of the many alternatives that have been presented. For example, use a power budget and make firing every gun cost some of that. Bam, natural choke point on high damage alphas that anyone can understand.
Global cooldown is there to avoid shooting several group with minimal delay in between. Could you enlighten me how would one bypass that?
Edited by kapusta11, 04 October 2014 - 04:39 AM.