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What Pgi Is Probably Replacing Ghost Heat With...


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#21 Vashramire

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Posted 29 February 2016 - 09:52 PM

View PostSable, on 29 February 2016 - 08:42 PM, said:

I had a good laugh at this picture. You sir deserve a solid pat on the back.


Pic was actually from closed beta in regards to hit reg before HSR was implemented. I think it works here as well.

#22 Tyler Valentine

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Posted 01 March 2016 - 11:04 AM

View PostKhobai, on 29 February 2016 - 06:20 PM, said:

The best idea is to make dissipation decrease as your heat increases

so if your heat is really high then it would take a very long time to cool down

as opposed to if you just kept your heat low by chain firing youd dissipate very fast

then youd have to choose between alphastriking and taking a long time to cool off or chain firing continuously


Excellent.

I think they are doing basically this with 'their' energy reserve system. Basically there is a finite amount of energy to recharge your weapons and if you alpha (or fire too many weapons at once) you will outstrip that pool causing an increasingly longer cooldown time. Very similar but honestly, I like your implementation more.

[equip tinfoil hat]
Russ stated in the town hall that they came up with this idea months ago and they have been fine tuning it, but I have seen that exact same suggestion on this forum a number of times as far back as the advent of Ghost Heat. Guess they do read the forums Posted Image
[/hat]

#23 Khobai

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Posted 01 March 2016 - 06:01 PM

yeah I dont like an energy reserve system

I would rather just have your dissipation decrease proportionally to how higher your heat is

#24 LordKnightFandragon

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Posted 01 March 2016 - 07:01 PM

View PostTyler Valentine, on 01 March 2016 - 11:04 AM, said:


Excellent.

I think they are doing basically this with 'their' energy reserve system. Basically there is a finite amount of energy to recharge your weapons and if you alpha (or fire too many weapons at once) you will outstrip that pool causing an increasingly longer cooldown time. Very similar but honestly, I like your implementation more.

[equip tinfoil hat]
Russ stated in the town hall that they came up with this idea months ago and they have been fine tuning it, but I have seen that exact same suggestion on this forum a number of times as far back as the advent of Ghost Heat. Guess they do read the forums Posted Image
[/hat]



So basically its not fixing the Alphas, rather its just making the Alpha take longer to CD?

#25 Agent 0 Fortune

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Posted 01 March 2016 - 07:14 PM

I think ghost heat scaling worked OK within its limited scope of influence, namely that players didn't fire too many of one weapon, but they finale need something more robust as players realized they could just sub in a gauss or LPL instead (or chainfire for LRMs).
I admit I am curious about the new solution, and if it will shift the game closer to Battletech or CoD.

#26 Timuroslav

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Posted 01 March 2016 - 07:18 PM

View PostTriordinant, on 29 February 2016 - 04:47 PM, said:


Or they could lower the heat cap for all mechs. Or cause internal weapon damage when excessive heat is generated at once.
There is more than three options though could even do power draw limits based on engine size.

#27 cazidin

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Posted 01 March 2016 - 07:20 PM

View PostTimuroslav, on 01 March 2016 - 07:18 PM, said:

Or they could lower the heat cap for all mechs. Or cause internal weapon damage when excessive heat is generated at once.
There is more than three options though could even do power draw limits based on engine size.


All I'm asking for is a proper heat scale. If you lower capacity then you need to increase dissipation, even if assymetrically or you'll kill laser builds entirely. (I.e. +.01 H/S for every .2 heat capacity lost?)

#28 nehebkau

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Posted 01 March 2016 - 07:23 PM

They already told us.


It called Zombie heat. If you fire an alpha a % of your generated heat will not dissipate until you shutdown your mech, then it will start to deteriorate at the normal rate. This will go until you reach 90% of your maximum heat. Ddoing an alpha strike before all of your Zombie heat has dissipated will reset the need to shutdown to once again start the decay of the zombie heat that you had left from earlier Alpha strikes.

#29 cazidin

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Posted 01 March 2016 - 07:25 PM

View Postnehebkau, on 01 March 2016 - 07:23 PM, said:

They already told us.


It called Zombie heat. If you fire an alpha a % of your generated heat will not dissipate until you shutdown your mech, then it will start to deteriorate at the normal rate. This will go until you reach 90% of your maximum heat. Ddoing an alpha strike before all of your Zombie heat has dissipated will reset the need to shutdown to once again start the decay of the zombie heat that you had left from earlier Alpha strikes.


Zombie heat? Great idea!

#30 Troutmonkey

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Posted 01 March 2016 - 07:26 PM

Any option that only involves heat will be trumped by gauss and AC builds.
Any option that doesn't punish alpha's AS they happen will only encourage peak and shoot why they wait for the negatives to where off.

#31 Triordinant

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Posted 01 March 2016 - 07:35 PM

View PostTimuroslav, on 01 March 2016 - 07:18 PM, said:

Or they could lower the heat cap for all mechs. Or cause internal weapon damage when excessive heat is generated at once.
There is more than three options though could even do power draw limits based on engine size.

That's just another way of doing Option 3. Ghost Heat was the old way they tried to do Option 3.

#32 Brollocks

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Posted 01 March 2016 - 10:52 PM

Pilot health. Every time you alpha your pilot is roasted a little more. When he's done and ready to eat, game over.

#33 Rhent

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Posted 01 March 2016 - 10:58 PM

No. Realistically they will put in a hard cap for heat at 30 heat with faster heat dissipation, with increasing penalties over 10 heat going back to TT rules (lowered movement speed and increased shake - both of which will increase TTK). It will encourage people to shoot smaller blasts more often and prevent major alphas. It would allow two weapon systems to shine (AC/20 or Gauss), however the AC/20 has a high range and speed penalty and Gauss has a firing delay penalty. After removing both of those outliers, it becomes increasing difficult to break a 30 damage alpha.

#34 dwwolf

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Posted 01 March 2016 - 11:38 PM

View PostLordKnightFandragon, on 29 February 2016 - 05:28 PM, said:

So CoF mechanics, altering the GH mechanics, all stupid ideas...but what this OP is saying is PGI is thinking of making it where if you fire 60 damage worth of guns, there is only a max amount of say 30 damage applied from that all? And that makes more sense then other ideas?


Cof with a gaussian distribution is what best simulates real life.

#35 PocketYoda

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Posted 02 March 2016 - 05:26 AM

You watch they'll add a gauss cool down too everything..

#36 NextGame

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Posted 02 March 2016 - 05:31 AM

View PostMechPorn, on 29 February 2016 - 03:03 PM, said:

When you fire X amount of weapons at a time, you will have X amount of damage applied to all weapons that were used.

This way, when you fire a ton of weapons...let me rephrase that...

This way, when you fire tons of weapons, you have a massive penalty. This /would/could make you useless (as your weapons are destroyed).


This sounds idiotic, and therefore exactly the kind of thing PGI would implement

#37 Lugh

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Posted 02 March 2016 - 05:39 AM

View PostDingo Red, on 29 February 2016 - 03:23 PM, said:

I'm going to go out and say I would be very surprised if PGI used this. A little bit too much lacking on the logic side, even for PGI mechanics.

I'm sorry have you seen some of Paul's solutions to things?

"LRMS are too weak, PGI please do something to fix them"

OK! First LRM apocalypse wherein only three hitboxes got hit with LRMs Head and both side torsos.

Guess how long that nonsense lasted? 4 days?

Paul griefed with knockdowns in one or two matches. Knockdowns gone FOREVER, ruining all the cool mechwarrior collision based ways to kill people.

So yeah. Don't count on PGI doing it right.

View PostMuddy Funster, on 01 March 2016 - 10:52 PM, said:

Pilot health. Every time you alpha your pilot is roasted a little more. When he's done and ready to eat, game over.

They've already got that with extreme overheat scenarios. I've managed to cook my pilot twice in the last week with clan ERPPCS (they still suck btw).

#38 Y E O N N E

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Posted 02 March 2016 - 05:46 AM

View PostKhobai, on 29 February 2016 - 06:20 PM, said:

The best idea is to make dissipation decrease as your heat increases

so if your heat is really high then it would take a very long time to cool down

as opposed to if you just kept your heat low by chain firing youd dissipate very fast

then youd have to choose between alphastriking and taking a long time to cool off or chain firing continuously


Two thigs:

First, this is physically bass-ackwards. Heat dissipation rate increases as the temperature differential increases.

Second, you might say "leave physics out," but what if I told you that you get the same result by slowing heat dissipation way down when you have less heat. You alpha once, that puts you at, say, 90%, and while you are back down to 70% relatively quick, the rate is decreasing and it's going to take you an exponentially greater amount of time to go from point A to B down the heat-scale the lower you want go. For discussion's sake, it might take you twice as long to go from 90 to 80 as it would for you to go from 100 to 90. So, because you need 90% to alpha, and you are still waiting for it to hit the necessary <10%, you are discouraged from abusing that alpha.

You are happy. I'm happy. Hooray, party.

Well, mostly. I'm not a fan of any system that revolves entirely around heat, but that's for a more complex reason than limiting alphas.

#39 NeoGenesis For Answer

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Posted 02 March 2016 - 05:53 AM

ANNNNnnnnnddd my 12ersl 4mg nova would be useless...

Edited by NeoGenesis For Answer, 02 March 2016 - 05:54 AM.


#40 JC Daxion

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Posted 02 March 2016 - 06:12 AM

View PostKhobai, on 29 February 2016 - 06:20 PM, said:

The best idea is to make dissipation decrease as your heat increases

so if your heat is really high then it would take a very long time to cool down

as opposed to if you just kept your heat low by chain firing youd dissipate very fast

then youd have to choose between alphastriking and taking a long time to cool off or chain firing continuously




that is a pretty great idea.. give people the option to alpha.. But then when they need to cool off for 20 secs.. might not have been such a "Hot" idea.. :P





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