Quicksilver Kalasa, on 06 February 2017 - 11:03 AM, said:
That's because people were using those quirks from those single hardpoints and combining them with the torso mounts. That's why many of those quirks got moved to the torso pods.
Their solution is to instead quirk mainly multiple-hardpoints rather than single hardpoints... that isn't an improvement, at least the single hardpoint would reduce how many weapons they had.
My solution to that came up many times over during the past few years. Lock Quirks To Specific Limbs.
If X quirk for an ER PPC is designed to encourage you to use an ER PPC... then lock it to the limb that has the ER PPC, and let it be nowhere else.
The Thunderbolt is a prime example of this. 50% cooler heat generation. "O_O! ZOMG! Must have!" went the community.
But.... Nope.
We instead threw on 3 to 5 or however many we felt we could get away with, pushed ghost heat because laugh in its face when it is neutered by 50%... and just freaking wreck ****... requiring buffs to the Clans to compensate... which now PGI is feeling the heat from even though it is misdirected at the engines. Having used Clan mechs after the heat change, it really is fairly punishing and we do not need to homogeneous the game any worse than it is. It needs flavor for the two sides beyond a HUD color change. So, what if quite simply the quirk was only effective on that one hardpoint on that one limb and nowhere else?
Furthermore, what if it wasn't weapon specific? So if you wanted to do something stupid like a small pulse laser, go right the heck ahead... But at least there's nothing encouraging you to boat the crap out of what is so overbuffed that you still have less heat than someone who didn't have quirks and fewer of that weapon.
Quote
The Dire Star is proof it does work because it is a joke build that dies after one shot........whether it dies instantly or not, it still dies.
It didn't used to. They had to fix that after a year.
As I said, it originally could do it again and again to a record of 7 times, if you are willing to wait 2 minutes between each shot to cool off (and this was actually with a 6 ER PPC Stalker). The Stalker could do it since 2014, but of course waiting that long was a pain. It took 'higher' punishment, the release of Clans, the astronomical hardpoint inflation (or in this case just combining so many hardpoints), and the exploitation of the heat system to allow the Dire Star to get away with it 6 times originally and with significantly less wait (we quickly learned that if we did the 2 minute wait we died automatically once we cooled to what was estimated to be around 250% heat), so often we did less than 10 seconds of waiting in between and only died because our cherry red torso and lack of armor proved a nice meal to a bored Locust that we missed.
Now it dies anyway, because the "%" health reduction oversight was fixed to a fixed amount, preventing the Catch 22 of having lost 90% of 90% of 90% of 90% of 90% of 90% of 90% of 90% of 90% of 90% of 90% of 90% (endless loop) of 1 HP. That fix didn't happen until somewhere in 2015. Then it became a true joke build, rather than a viable troll build.
--
I came here because I thought I saw an example of ammo explosion without damage from one of my closed beta videos, but after rewatching just now I realized it was just out of bounds.
I'll keep looking. Unfortunately because of the NDA of half of closed beta I didn't keep most of my vids that I realized after the ban was lifted because I was afraid I'd get in trouble for them. It'd be a lot easier to find examples if that wasn't the case (I know one of them included a damaged actuator, the famous assumed "convergence glitch" where a damaged left arm was firing way off to the side with the other three medium lasers instead of on target... while using a Catapult K2.)
Seriously though. If they brought that one detail of the old heat system back, where components (not just ammo but all components) could receive damage for riding high levels of heat (I would say 80% and higher, having it start in decimals and accumulate to a whole point per second on a random piece of equipment as you go up) would do some serious wonderment in deterring weapon setups that accrue massive heat, as well as make heat management matter that much more.
---------
Andi Nagasia, on 07 February 2017 - 03:29 PM, said:
as i said Heavy lasers as ive described them, as i hope they are implemented can be balanced with Ghost heat,
you wouldnt fire 12 HSL if its ganna shut you down, it leaves you open and easy to get killed,
As you described them though, and with ghost heat as it is...
You can fire 12 HSL with a ten DHS mech (elited under current skill tree) 0.5 seconds apart and not get shut down because you fall below the shutdown threshold, even with standard ghost heat -- since standard ghost heat wouldn't apply due to the firing circumstance.
Just as you can with 12 smalls.
Sure it is pretty warm. Dauntingly so if we were to factor in engine heat and a hotter map.
But it won't shut you down, because you can fire them in sets of 6.
In fact, (without ghost heat) you'd hit 76% heat for a 10 DHS Nova firing them all at once. With that 0.5 second cooling in between... well I was a little slower but I didn't even hit 70%.
My point is you're not seeing my point. The ghost heat is meaningless as a control, you have 72 damage going down range in no greater than 1.5 seconds depending on beam times, less than given your descriptions.
This is assuming that heat is buffed up to 4 per laser akin to how PGI treats small and medium laser weaponry by adding 1 heat to each weapon's stock.
As such... ghost heat is irrelevant, and the damage still remains.
Basically we're talking about near-instant death of ANY Inner Sphere mech anything short of assaults via side torso shot, and even then a headshot by ONE of these sets of 6 would nearly instantly kill ANYONE.
In the exampled Nova H from Quicksilver's argument... If we did have a hardpoint system that was sized, and could lock/restrain such things...
Then at least one arm of the Nova would only produce 30 damage instead of 36, not instantly killing "anything" by way of a single arm due to a limit of 5 HSL instead of 6.
Even if we conjured up some ghost heat exception, say limiting 5 or 4 or 3... then would it be an exception that excludes regular ER small lasers? You could just pair them and do that much better. If it did include, would the limit now be lower than 6 for small lasers?
Ghost heat isn't the answer to every problem. In fact it is hardly an answer at all, just a step of control that is by PGI's own admission in need of a "2.0" revamp.
Edited by Koniving, 11 February 2017 - 11:18 AM.