Deathlike, on 15 October 2015 - 09:03 PM, said:
It would just be easier to say..
Short answer: Because Paul
Long answer: It's a bad design since it's a bandaid for one issue, but obfuscates other issues with existing gameplay mechanics. Adding complex fixes instead of more sensible and more logical/viable options (like actual heat penalties like a slower mech, slower dissipation, HUD scrambling) that have been used in previous MW games have been totally ignored.
Try to explain "Ghost Heat" to your friends that don't play this game... and see if they don't laugh @ you outright.
InRev, on 15 October 2015 - 09:11 PM, said:
Because it's a very poor band-aid that doesn't fix the underlying causes of the problems in the first place, thus leading to the need of even more band-aids.
If this game had: 1) a proper heat scale, heat cap and heat dissipation; and 2) proper convergence mechanics, then obtuse, convoluted and unnatural mechanics like Ghost Heat™, Ghost Shields™, gauss charge-up etc would not be necessary.
Instead, what we have is a fundamentally broken game with a crap-ton of silly papering over the cracks every time a meta emerges. I'm morbidly curious to see what absurd Ghost Mechanic™ they will dream up next in order to nerf the meta that emerges if/when the current PTS changes go live. I'm sure it will be as asinine as their previous ideas.
Khobai, on 15 October 2015 - 09:45 PM, said:
1) it doesnt work. people circumvent it by using combinations of weapons with similar properties that are in different ghost heat groups. CERML and CLPL for example. And it was AC5/PPC before that and Gauss/PPC before that... before PPCs were nerfed into obsolescence.
2) it unfairly punishes weapons like SRMs that dont need ghost heat limits. Is it really necessary to punish people for firing x4 SRM4s which only do ~34 SPREAD damage? Especially since CERML/CLPL combopacks do upwards of 50+ PINPOINT damage and arnt penalized AT ALL? Its ridiculous.
3) the mechanic feels artificial and contrived. Its not intuitive at all. Its way too overcomplicated with its cross reference chart of linked weapon groups, weapon quantities, and heat penalties. They cant even explain properly how it works in-game and it confuses the HELL out of new players.
4) despite the implementation of ghost heat and other equally goofball ideas we still have a massive problem with high damage pinpoint alphas. because the #1 weapon balance problem, convergence, has never been properly addressed. Instead the problem has been completely sidestepped with bandaids that dont work. So naturally people are going to be resentful of such bandaids like ghost heat.
Just voted these for truth.
If PGI would have followed Lore and Battletech game mechanics, that have successfully been used before, there would be no need for Ghost Heat, nor the silly balancing runs every few month's, changing Mechs I bought long ago and was happy with.
- A dynamic BV system, adding Pilot, Mech and equipment BV to a single BV for proper matchmaking with BV limits on CW dropdecks and pug matches instead of tonnage and stupid 3/3/3/3 or all the other crap currently investigated.
- A real heat scale with effects on equipment and pilot
- A Weapon convergence with a need to lock targets in order to focus weapon fire more exactly
Those 3 should be really close to the sweet spot for almost everyone, without hardcapping skill, Mechlab knowledge and without rendering some Mechs useless and making others the only choice to take.