Wintersdark, on 23 August 2016 - 10:55 AM, said:
No, because that's not how ghost heat linked groups work.
In Ghost Heat, EVERY weapon fired together in a group uses the highest penalty of the weapons fired. Thus, fire 2 LRM5 and 1 LRM 20, and you use the LRM20 penalty multiplier.
In ED, each weapon being fired is using it's own draw modifier to determine how much energy it draws. Thus, weapons are individually tunable.
All weapons will end up with their own ED values - though these will tend to be grouped, with spread weapons drawing less and PPFLD drawing more - that's for sure. But because the penalties aren't like Ghost Heat, it's individually tunable so having alpha strikes that break the overall limit doesn't just make them unusable, nor does it cause problems when you're only using one larger weapon and multiple smaller ones (see LRM example).
ED is Ghost Heat 2.0. No doubt about it. But ED is a highly tunable GH 2.0, one that can be used to bring much better weapon balance and control to alpha vs. efficiency without the stupid binary issues of GH.
Ive did tests if anything changed since i last tested and i got rather interesting results...
1 lrm20 jumped my heat on forest colony from 3 to 10
2 lrm 20 jumped it to 16
1 lrm 5 to 5
2 lrm 5 to 8
1 lrm20 and 1 lrm5 to 13
1 lrm 20 and 2 lrm5 to 19
2 lrm 20 and 1 lrm5 to to 24
2 lrm 20 and 2 lrm5 to 34(clearly this is where ghost heat kicked in)
3lrm 5 to 12
and tbh it fits with what mwo heat simulator shows.
http://keikun17.gith...heat_simulator/
3 lrm 5 generate 1 ghost heat.
2 lrm 20 and 1 lrm 5 generate 3 ghost(as much as table shows)
2 lrm20 and 2 lrm5 generate 8 ghost(as much as table shows)
1 lrm 20 and 2 lrm5 generate 1 ghost heat
1 lrm 20 and 3 lrm5 generate 2.6 ghost heat(1 + lrm5 penatly as i guess lrm20 is treated as another lrm5 for this purpose)
4 lrm5 generate 2.6 ghost heat(again 1 + lrm5 penatly)
14 dhs used for tests on mastered stk3h.
So yeah, it could be done using ghost heat.
Edited by davoodoo, 23 August 2016 - 11:59 AM.