Cooling Down The Is Large Lasers...
#21
Posted 13 February 2015 - 07:34 PM
#22
Posted 13 February 2015 - 07:35 PM
We can finally shoot 15 tons of Large Laser at once to compete with 4 tons of CERML! I know, sounds like a **** comment, but I am happy we can now fire the same ~400 meterish laser blast at the same time.
#23
Posted 13 February 2015 - 07:36 PM
lets see where it goes. Getting super antsy at the thought of 6LL stalkers
Edited by Tennex, 13 February 2015 - 07:37 PM.
#24
Posted 13 February 2015 - 07:39 PM
#26
Posted 13 February 2015 - 07:52 PM
#27
Posted 13 February 2015 - 07:55 PM
Prosperity Park, on 13 February 2015 - 07:35 PM, said:
We can finally shoot 15 tons of Large Laser at once to compete with 4 tons of CERML! I know, sounds like a **** comment, but I am happy we can now fire the same ~400 meterish laser blast at the same time.
Go wub or go home
#28
Posted 13 February 2015 - 07:56 PM
#29
Posted 13 February 2015 - 08:00 PM
#30
Posted 13 February 2015 - 09:34 PM
The less ghost heat we have in this game the more you tip balance in favor of assaults and heavies who most benefit from boating.
There is a very good reason why lights sit at single digit numbers.
Edited by Jman5, 13 February 2015 - 09:46 PM.
#31
Posted 13 February 2015 - 09:52 PM
Jman5, on 13 February 2015 - 09:34 PM, said:
The less ghost heat we have in this game the more you tip balance in favor of assaults and heavies who most benefit from boating.
There is a very good reason why lights sit at single digit numbers.
Ghost heat isn't one of those reasons, though. The addition of ghost heat made no appreciable difference to light populations.
This isn't even about whether we should have ghost heat at all or not, but rather whether it should apply to specific instances.
Ghost heat absolutely should not have applied to AC2's for numerous reasons, and the limit of 2 large beams was a problem right from day one.
I think PGI's approach, slowly chip away at ghost heat, so effects can be carefully measured and reacted to gradually is a good way to go - a lot better than ripping it out all at once.
Look, I agree that ghost h3at corrected a problem. It was a solution.
It was never a *good* solution, though, because there was a hell of a lot of collateral damage in the process and of course ghost heat is probably the worst game mechanic for screwing new players.
At least this allows us to get rid of ghost heat slowly and safely, while keeping the problems ghost heat was introduced to stop under control as we go.
#32
Posted 13 February 2015 - 09:56 PM
Domenoth, on 13 February 2015 - 06:32 PM, said:
This means they aren't just playing with xml numbers anymore. They are actually experimenting with changing code!
It depends on how it is coded. It can simply be a change to the number of weapons it takes in said linked group, before penalties are applied.
So one or two variable changes would be the least needed to test such a change out. I can go more in-depth into what I've looked at, if asked.
#33
Posted 13 February 2015 - 09:59 PM
Much
Happy...if it sticks. I hope we get to keep it, will be thrilled.
#34
Posted 13 February 2015 - 10:00 PM
Jman5, on 13 February 2015 - 09:34 PM, said:
The less ghost heat we have in this game the more you tip balance in favor of assaults and heavies who most benefit from boating.
There is a very good reason why lights sit at single digit numbers.
I hope these tests are signs that the devs are ready to reevaluate Heat Capacity and Heat Dissipation...
to bring more balance to the force!
#35
Posted 13 February 2015 - 10:06 PM
Jman5, on 13 February 2015 - 09:34 PM, said:
The less ghost heat we have in this game the more you tip balance in favor of assaults and heavies who most benefit from boating.
There is a very good reason why lights sit at single digit numbers.
For the long duration of Ghost Heat's tenure, nothing has actually changed on the front when it comes to lights.
If anything, Ghost Heat and the cooldown reduction of Clan Streak 4 and Streak 6s have reduced Light mech TTK significantly. That isn't the entire picture, but the slow decrease there with the addition of the newer Clan Mechs (Vulture is good streak boat, Hellbringer is the Clan Heavy ECM) has slowly changed the landscape... and frankly on the release of the C-bill variants... you'll see more of that change to be noticable (well, until the Panther is out for people to see what they are all about).
#36
Posted 13 February 2015 - 10:06 PM
#38
Posted 13 February 2015 - 10:11 PM
Does this mean that firing 4 large lasers now incurs less heat than before because it's closer to the threshold/limit of 3? Or is it the same amount of heat as because simply because it's over the threshold/limit at all? Because it seems like the same amount of heat to me, but I thought it would have been less, because now 4 large lasers is only one above the limit, as opposed to two.
#40
Posted 13 February 2015 - 10:18 PM
Shar Wolf, on 13 February 2015 - 10:12 PM, said:
3 LLasers do not generate ghost heat
Yeah, I noticed this as well. They didn't really push it back as much as simply make sure 3 LLs doesn't generate the extra heat. Makes it hard to test.
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