

Why Does Everyone Hate Ghost Heat?
#101
Posted 17 October 2015 - 10:23 PM
#102
Posted 17 October 2015 - 11:11 PM
Ghost Heat doesn't interfere with mechs too much so you just get used to it.
#103
Posted 17 October 2015 - 11:29 PM
Lightfoot, on 17 October 2015 - 11:11 PM, said:
Ghost Heat doesn't interfere with mechs too much so you just get used to it.
Quirks are great. They adapt mechs with no reason to take in a FPS to something that has some sort of use in some small way. And the few mechs that ghost heat ruined, give them some quirks. Most people that I see complaining about ghost heat don't like it because it wasn't in TT, they don't see it as a believable mechanic, or it ruined their OP build.
#104
Posted 18 October 2015 - 12:30 AM
#105
Posted 18 October 2015 - 02:39 AM
Random Carnage, on 17 October 2015 - 08:12 PM, said:
Just a general comment, if there is some kind of baseline heat involved as well, then a big mech will have less surface area than a small mech relative to it's volume, and a DWF (fat) would have less than a EXE (skinny). One could use that kind of reasoning to say that 4 lasers on one arm could create more heat than 2 lasers on each arm for example.
One can always come up with an explanation for diminishing returns/exponential penalties if needed, but that's not really where the problem lies...
#106
Posted 18 October 2015 - 03:21 AM
Question: how can we stop Mechs which min/max highly effective weapons from gaining a disproportionate advantage in damage?
PGI Answer: invent a whole new 'ghost heat' mechanic which defies the laws of physics, has arbitrary values, is not found in lore and is confusing for new players.
Better Answer: hardpoint limitations, such as sized hardpoints, or even just a hard limit to the number of a particular weapon which a Mech can carry. Heat could still play a role as a balancing mechanic without having to add incremental mystery ghost heat.
#107
Posted 18 October 2015 - 03:22 AM
#108
Posted 18 October 2015 - 03:33 AM
#109
Posted 18 October 2015 - 04:59 AM
Ghost heat absolutely reduced the problem of boating weapons. There just still needs to be a little more to fix the few more instances of ways to energy boat. And something that has always bothered me is how people claim that it being "mysterious" is a problem with the mechanic. Not really, it's a problem with PGI not making any effort to explain it.
#110
Posted 18 October 2015 - 08:31 AM
Davers, on 17 October 2015 - 06:19 PM, said:
Does the size of the arm targeting reticle (small circle) at a ~600-700m target seem like a reasonable CoF as long as it's contant? Maybe a little larger? Basically enough of a spread that you can't pinpoint everything to one location at long range, but wouldn't matter closer. I'm not sure how many meters off that would be though.
#111
Posted 18 October 2015 - 09:11 AM
timaeus, on 18 October 2015 - 08:31 AM, said:
Does the size of the arm targeting reticle (small circle) at a ~600-700m target seem like a reasonable CoF as long as it's contant? Maybe a little larger? Basically enough of a spread that you can't pinpoint everything to one location at long range, but wouldn't matter closer. I'm not sure how many meters off that would be though.
It would be quite a few. Enough that you probably couldn't hit a light mech at 600m. But most combat, at optimal weapon ranges, happen under 600m. You would need to have the CoF be active at ranges much shorter than that, unless we are only trying to eliminate long range engagements.
#112
Posted 18 October 2015 - 10:26 AM
adamts01, on 16 October 2015 - 02:57 AM, said:
How about you're specific problem with it instead of an insult? God i wish kids like you would try to talk to me like this face to face.
I could pick out a "specific problem" with it rather than just insult you, but it's quite difficult to separate a specific piece of gibberish from the rest of the utter nonsense that you posted. Your internet threats are crap too btw, no one is impressed.
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False, laser spamming is a problem only to those who like to complain about whatever flavour of the month balance "problem" happens to rustle their jimmies. Instead of trying harder they just moan about it until it gets changed, and players adapt resulting in another flavor of the month problem to whine about.
In summary: laser spamming is not a problem, it is a symptom.
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Just about every single mech has been complained about at one point or other. Does that mean that every single mech is a laser spammer? This statement is therefore false.
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Alphas are not a problem either, incidentally. They are a legitimate way in which to play the game, and players shouldn't be forced into say, mixed builds, simply because some balance whiner who thinks that everyone should be "enjoying" the game a specific way that they would like them to says so.
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I say remove ghost heat entirely. Stop band-aiding the mechanics instead of doing something regarding convergence (which is the actual problem, as opposed to "alpas" or laser spamming.). Alpha's and laser spamming are 2 different things. You do realise that, right?
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The other mechanic that you have posted about that sounds stupid is a cone of fire that would increase with the number of lasers fired within 1/2 second.
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The reason that the cone of fire idea sounds stupid is that it punishes people who can build their mechs properly and actually aim by shoving in the MWO equivalent of a random number generator.
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How will they counter snipe you in your 3L? Stupid band aids are stupid.
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Whenever the balance of any player vs player game changes, there will always be a "best". True story. Followed by a bunch of people whining about what that best happens to be because they don't want to have to play it.
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1: Too bad for people playing on the oceanic servers. Its a shame that people cannot choose to play on other regions servers.. oh, wait...!
2. LRMpocalypse lol. Happens with practically every single major mechanics balance change, then everyone whines and leaves the game for a month or so while PGI tone down whatever idiocy they happen to have implemented.
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Mixed builds are terrible for game play. They only suit people who want to run mixed builds and result in even more 2 dimensional game play than we currently have by strangling the life out of other types of builds that are logically better than mixed builds if you remove all the goofy mechanics that have been added to the game to appease the "wahh my mixed build sucks" and balance whiners.
Edited by NextGame, 18 October 2015 - 10:33 AM.
#113
Posted 18 October 2015 - 01:11 PM
#114
Posted 18 October 2015 - 03:17 PM
El Bandito, on 15 October 2015 - 09:47 PM, said:
Or, just add a cone of fire when shooting too many weapons. That's much easier as it's in every shooter ever.
http://mwomercs.com/...of-convergence/
Ghost heat is horribad because as said, it's easily circumvented and hit all the wrong weapons. In chain fire you could overheat with just AC2's in ~3 seconds.
https://youtu.be/Oe1r8n4NzKI?t=53
#115
Posted 18 October 2015 - 03:23 PM
Ghost Heat was more palatable to them.
Edited by MischiefSC, 18 October 2015 - 03:26 PM.
#116
Posted 18 October 2015 - 03:56 PM
Direct PPC nerfs (reduced velocity, increased heat) killed the PPC meta.
NextGame, on 18 October 2015 - 10:26 AM, said:
I could pick out a "specific problem" with it rather than just insult you, but it's quite difficult to separate a specific piece of gibberish from the rest of the utter nonsense that you posted. Your internet threats are crap too btw, no one is impressed.
Your arguments are bad and you should feel bad. "Git gud" isn't a valid argument.
Everyone can see plain as day that there is a balance issue, and it needs to be addressed. Calling out balance problems doesn't make you a "balance whiner".
Clan Lasers and laser spam in general needs a nerf. The range, accuracy and damage is simply too high compared to other load outs. You "could" make other weapons more powerful to match, but that ends in a powercreeping arms race that ends with everyone dying in one alpha.
Cone of Fire for High Alpha's encourages balanced loadouts and weapons fire discipline. Skilled players will know when to alpha for damage or when to stagger fire for accuracy.
#117
Posted 18 October 2015 - 04:18 PM
ANY. DAY.
Seriously, that's all there needs to be. Nothing else.
Edited by TexAce, 18 October 2015 - 04:19 PM.
#118
Posted 18 October 2015 - 05:34 PM
MischiefSC, on 18 October 2015 - 03:23 PM, said:
Ghost Heat was more palatable to them.
Of course it was. They quickly moved on to Dual Gauss, most likely, or some pile of pulse lasers, which, at least for a time, didn't have ghost heat. Too many people love a mechanic that punishes "the other guy" while still allowing them to run their own meta builds, and thus their opinions are worthless from the viewpoint of proper game design. Ghost damage on lasers is just more of the same idiocy. "Clan lasers killed me, so nerf lasers!" It's frightening how many people have learned NOTHING from the endless rounds of weapon nerfs and nonsense mechanics piled up thus far to "fix" the game. We still have boating and we still have pinpoint, high-damage alphas. Until that is fixed, nothing will really change.
Edited by oldradagast, 18 October 2015 - 05:36 PM.
#119
Posted 18 October 2015 - 05:56 PM
So we need a solution that is only mildly bad for everyone.
That is where I think a convergence/cof nerf at range with no lock is a good compromise. It provides a way for people to maintain pinpoint full alpha in the right circumstances while breaking that up in many other situations.
You're going to get further with this idea if you incorporate it into the existing iw concept. I think though a conditional cof/convergence effect might fly.
#120
Posted 18 October 2015 - 06:18 PM
Then again, I don't really like the mechlab much to begin with and I'm not a huge fan of all the min-maxing.
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