Túatha Dé Danann, on 18 December 2014 - 11:04 PM, said:
Finally! The game might be playable now. Next: Get rid of Ghost Heat and replace it with a good system. Its taking shape... slowly, but consistently.
They can always transition to a "power draw threshold" mechanic. Assuming ghost heat is gone a stalker will again be able to fire 4 ppc's without question. But lets say you fire all four but the power draw threshold is 2 (still mixed with gauss) you will take 2x the stat penalty. During that time your mech has to recharge those weapons and depending on how many you go past the threshold, your mechs stats will be lower until the cool down is complete. A maximum could also be applied which could shut down the mech completely due to too much power being drawn. With er/ppc's and gauss specifically the ailments can be gradual. For Gauss the effects would increase as you charge while erppc gives full effect and decreases as they recharge. This could also be helpful for mechs that can carry some OP alphas. The effects of these can be variable depending on Tonnage, load-out, map conditions and heat efficiency and especially mech stats (including upgrades). It can bring a much larger dynamic and add a little bit more risk for those who create builds such as the one I explain below rather than justifying with Ghost heat. But we know that even PGI doesn't completely agree with the current mechanic, but is a threshold for cheese never-the-less.
This would leave to question alpha strikes. Give a charge time/ delay for the legit "alpha strike" command to trigger (just like eject in CW). Give big red flashy lights. The reason why I say this is because it can not only prevent accidental Alpha's but act as a overdrive mechanic to successfully deliver the big punch. This delay mechanic could also have time variables depending on what you actually brought. Say 6 medium/ small laser combos is still the threshold and you brought 9. For every extra medium you fire past the threshold in an alpha, add 0.25 seconds to the charge (0 second delay if there is no threshold break). If you are firing additional weapons that don't fit the weapon threshold it will not apply any additional time to the alpha charge.
I have ran head on towards a few crabs with an HBR-PRIME packing 6 medium pulse, an er large and dropped it in 2 alphas because I am able to quickly torso twist and protect that left shoulder. The RT carries nothing and the RA carries just 1 pulse laser. 5 on the left and the er large in the head. It sounds rediculous a King Crab losing to an HBR in 5 seconds face to face, it is possible.
Don't take the numbers exampled seriously if this is a potential option. I don't plan to get into the science of it unless there is an interest in experimenting with it. What do you think, guys? PGI, thoughts?
Edited by M A S 3, 19 December 2014 - 05:40 PM.