Unlink Large Pulse Lasers From Er-Large Lasers (Ghost Heat)
#1
Posted 20 September 2013 - 05:27 PM
I just think it should be perfectly reasonable to equip 2 ER-LL for long range support, and at least 1 LPL for extra short range punch without accidentally incurring "Ghost Heat".
#2
Posted 20 September 2013 - 05:41 PM
#3
Posted 20 September 2013 - 09:44 PM
#6
Posted 22 September 2013 - 06:44 PM
#7
Posted 24 September 2013 - 09:07 AM
Colonel Pada Vinson, on 22 September 2013 - 06:44 PM, said:
As for how I feel.
Grey Ghost, on 20 September 2013 - 05:27 PM, said:
Colonel Pada Vinson, on 22 September 2013 - 06:44 PM, said:
Because they don't share the same cooldown (or firing groups typically) it is prone to accidentally firing too close together. I know, because I've practiced with them. I got the extra 10% heat at times I felt I shouldn't have.
2 ER-LL & 1 Large Pulse Laser (17-tons) run hotter, and have less Alpha & DPS potential than 6 Medium Lasers. So I don't feel the above situation to be overpowered in any way.
As for a 2 ER-LL & 2 LPL Alpha build, while not exactly my ideal outcome from this... I feel the heat & weight from such a setup would be it's own balancing factor.
#8
Posted 28 October 2013 - 10:41 AM
Grey Ghost, on 20 September 2013 - 05:27 PM, said:
I just think it should be perfectly reasonable to equip 2 ER-LL for long range support, and at least 1 LPL for extra short range punch without accidentally incurring "Ghost Heat".
Easy, just don't fire them together. If they truly serve two different roles, then ghost heat shouldn't be a problem.
#9
Posted 30 November 2013 - 12:01 PM
cdlord, on 28 October 2013 - 10:41 AM, said:
This is a super late reply, but your post just irks me. My post right above yours, a month older no less, already addresses your statement.
cdlord, on 28 October 2013 - 10:41 AM, said:
I said they primarily serve different purposes, not strictly. If your mounting 17 tons of energy weapons then your heavily committed. So unless your using a macro, your going to incur ghost heat in the thick of battle since their cooldown & firing groups don't match up.
#10
Posted 30 November 2013 - 07:03 PM
#11
Posted 01 December 2013 - 04:43 PM
... Heating up my 'mech...
#12
Posted 20 December 2013 - 12:08 AM
#13
Posted 20 December 2013 - 04:25 AM
#14
Posted 20 December 2013 - 06:17 AM
Funky Bacon, on 20 December 2013 - 04:25 AM, said:
I completely agree that the LPL and the medium laser should be grouped as long as ghost heat is in the game... moreover it should eat up ~3 medium lasers worth of the max 6.... and should pair with 2 LPL's total. But I think that might be too complicated for their system.
I guess I feel that if you want to toss down 2x ERLL + LPL x2 then feel free to feel the burn, you're only going to get maybe 1 maybe 2 of those alpha's off. And you can already do that with the AC20's.
#15
Posted 20 December 2013 - 01:01 PM
#16
Posted 08 January 2014 - 10:38 AM
They got it right by increasing the heat on PPCs to TT levels. That was literally THE whole damn mega-boating problem.
All they had to do then was fix the SOURCE of the problem: The 2.0 DHS heat dissipation/Capacity bonus in the engine.
That couldve been fixed just by making SHS be 1.0 dissipation, 2.0 capacity and DHS be 2.0 dissipation, 1.0 capacity both inside and outside the engine. That way SHS would be the king for those that prefer to be able to fire a lot and then back down to cool off and DHS the best choice for those that prefer sustained fire.
A Quad PPC stalker with SHS like this would fire 2 alphas then have to pull down to cool off for about 20 seconds (99% to 0% heat). A quad PPC stalker with DHS can fire just 1 alpha but he cools down in just 10 seconds.
The output is equal in both when it comes to total heat but the DHS allows for more shots to be fired in 1 minute time than the SHS does. SHS takes twice the time to cool down to fire just ONE of those PPCs once it reaches 99% heat while the DHS.
#17
Posted 28 January 2014 - 10:17 PM
#18
Posted 29 January 2014 - 02:37 AM
MISERY
The thing hits hard, but it's super hot. I never fire the Large Pulse with the ER Larges, nor would I plan to,...
However if I fire that Large Pulse less than .5 seconds after firing those twin ER Larges, it's usually an immediate shutdown right in someone's face. Bad things tend to happen at that point.
I get by ok using the ER Large Lasers for long range, then firing the cannon followed by the Large Pulse linked to the Medium Lasers up close.
I don't see any reason why the pulses should stack with the other lasers at all when it comes to ghost heat penalties. They really aren't the same weapons and don't benefit well being mass group fired with the other lasers. They are already heavier and hotter without the accuracy bonus they have on tabletop.
Pulse Lasers really should be removed from the ghost heat equation completely.
#19
Posted 29 January 2014 - 10:43 AM
Lexx, on 29 January 2014 - 02:37 AM, said:
agreed, they really aren't the same weapons anyway.
#20
Posted 24 February 2014 - 01:32 AM
Combined builds are suprerior to boats, they are just extreamly hard to design and optimize.
When u have to trial & error in live game after paying, ofc ppl will pick the easy way.
Remove ghost heat & give us proper testing ground without need of purchase parts & mechs before.
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