Quicksilver Kalasa, on 01 September 2016 - 11:47 AM, said:
WHY is that a problem though, the only reason they were TOO strong when combined was because they were the only combination that had any sort of synergy, that's why there are often so few combinations in the meta at one time because PGI focuses on nerfing that combination rather than creating more that could potentially be competitive.
Because 4 UAC10 Kodiak becomes 2x better than 2 x UAC10 Hunchback. Who's going to decide on who will play what? A game should have at least a semblance of 1:1 class balance.
Quicksilver Kalasa, on 01 September 2016 - 11:47 AM, said:
Look, we have to accept this is the way the game is played, single weapons used with other weapons that have no synergy is going to fall to the wayside without some convoluted system. The goal should be to create synergies that those single weapons are no longer worthless. Like the Gauss-Laser vomit builds that centered around a single Gauss rifle and a bunch of ERMLs.
I wasn't talking about frankenmechs, the fact that they will never work is dictated by common sense and I'm all up for more synergies between weapons, although we'll probably need some new tech for that. My point was that heavies and assaults would become much stronger compared to mediums and lights, even stronger than they are now.
Quicksilver Kalasa, on 01 September 2016 - 11:47 AM, said:
Are 3 LPL/3 ERLL builds stronger than most mediums on the IS side (since those are what would run them) and then you have your answer, which is yes, laser vomit mediums that abused LPL/ERLLs were really strong before the HBK-IIC-A came about.
Yea, I know that 3 LPLs/ERLLs is or at least used to be a premier meduim mech loadout but is it OP enough, compared to everything else on the battlefield, to be nerfed? You see no point in GH but how will you keep assaults, that can simply boat more large lasers, from becoming OP compared to medium mechs by tweaking the very same lasers that those medium mechs use?
Quicksilver Kalasa, on 01 September 2016 - 11:47 AM, said:
That's because the game was designed around group fire. The idea of firing a single medium laser and having it not be effective was just a silly idea, and still is unless we go to some forced chain fire gameplay medium. They are a 1 ton weapon trying to compete against weapons that are upwards of 5x their weight in a system that effectively tries to balance weapons by tonnage in some way.
Exactly my point. I doubt that 2 UAC10 are effective enough when mechs with twice as much armor and twice as many guns run around unimpeded. Just and example.
You see. the removal of GH will change little for lights and mediums while it will make all the difference for heavier classes that are already more popular because they are better.
Quicksilver Kalasa, on 01 September 2016 - 11:47 AM, said:
Don't get me wrong, I want alphas and dps builds to coexist, but the most egregious alpha offenders of the past have been more plausible because of the insanely high heat caps (even compared to MW4) that allowed for things like the Space Whale. I'm not saying we need to go from 80+ heat caps to 30, but we do need to lower it a bit to force a little more pressure on what alphas oriented builds to consider lowering them for better sustainability.
The offenders are in the past so the problem then? Why lower heat cap when sustained dps builds already beat alpha strike ones unless you play way too passive?
Mystere, on 01 September 2016 - 11:45 AM, said:
Frankly the 3-bar system suggested works for me. But it might be a tad bit too complicated for most -- including PGI.
Alternatively, PGI can make Ghost Heat simpler and more understandable by creating simpler grouping rules like (for example):
- Lasers/PPCs: Small:1 point; Mediums:2 points; Large/PPC:3 points --> 9 Points MAX (e.g. 3 Large Lasers MAX before GH)
- LRMS: LRM5:1; LRM10:1.5; LRM15:2; LRM20:3 --> 6 points MAX (e.g. 2 LRM20s MAX before GH)
- etc.
I think this is better than ED going down fully to weapon-specific draw values. We're talking about 50+ weapons here. Who's going to memorize all that.
It would be just as unclear as GH. What you need to make Ghost Heat simpler and more understandable is an in-game spreadsheet with penalties and not some 3d party website. It's not as difficult as people make it out to be. Basically it's just a list of how many weapons you can fire simultaneously. The exact amount of heat penalty is generally not important as it it's not optimal to trigger one.
Honestly, I'd replace GH with CoF suggested by OP but keep weapon caps and linked penaltied the same, no status quo change, and then have a good laugh at people praising CoF and celebrating the "removal" of GH. At least CoF makes a little bit more sense than GH.
Edited by kapusta11, 01 September 2016 - 12:59 PM.