1453 R, on 29 August 2016 - 03:45 PM, said:
You can do it. You can't do it every three seconds. Again, Ghost heat is a binary ******** system. It exists as a 'MechLab consideration, not an in-game mechanic you can play around. If your 'Mech is even capable of breaching Ghost Heat limits, most players would consider it a failed design.
Words cannot readily describe how putrid Ghost Heat is. They really can't.
Dire Whales can deal ~2x to 4x the damage of every other non-Kodiak 'Mech in the game. They also have the best armor/structure in the game. yes, they're immobile slugs that can be played around, but heavy and assault 'Mechs being able to double, triple, or more the firepower of any medium or light 'Mech is absolutely a contributor to the overly top-heavy nature of the current game. Neither base heat nor Ghost Heat acts as any realistic kind of limiter on fatbros' abilities to instagib anything below fifty tons, and to cripple most anything with a single heavy spike.
Considering you're also accusing me of being an incompetent hack unable to see my own feet through my sheer, overwhelming scrubness, lemme ask you, Gas - would any competitive player ever take a medium or light 'Mech in any situation or circumstance at all, whatsoever, if most of the usual competitive formats didn't force them to?
I'm betting no. Because larger 'Mechs have enormous advantages in both firepower and durability that the mobility advantage of smaller machines simply cannot readily offset - and I say this as a rabid fan of my lovely new Vipers and someone who has tried very hard, over the years, to be a pretty dedicated fastbro pilot.
In a Viper, I have to outplay a Whale for over a minute to bring it down, I have to play flawlessly to do it, and I have to pray it doesn't have help. The Whale only has to hit me once. Once. In a game dominated by combat without any meaningful objective play, that doesn't seem particularly balanced to me. Maybe it's time to see what happens if the Whale has to hit things twice.
"It's not that bad" in ultracomp 'Mechs with thirty-seven heat sinks and moving 55kph with their 255 engine. In 'Mechs that actually work outside of hyperstratified 8v8 tournament play with strictly enforced tonnage/weight class limitations? In the Mosh Pit where the rest of the game lives? Breaching a Ghost Heat limiter pretty much means you die.
I don't want to play another two years with the radioactive @$$-stain that is Ghost Heat still poisoning my MWO game, either. I get the feeling I'm going to have to, though.
Ghost heat sees absolutely no difference whatsoever between one medium laser and six medium lasers, or anything in between. Fire seven medium lasers and it throws a literally volcanic fit, but fire six medium lasers and Ghost Heat doesn't exist for you. Fire six medium lasers, two large lasers, two AC/10s, a Gauss rifle, a PPC, two LRM-20s, three SRM-6s, an MRM-40, a HAG-40, an Arrow VI, your Titan's Laser Core, your Karasawa beam rifle, and your Hellfire Shotgun(s) at your enemy, all at the same time, and Ghost Heat doesn't exist for you. Sure, that's currently theoretically impossible...but really, does it need to be possible to illustrate the fact that Ghost Heat is bad, it should feel bad, Piranha should feel bad for implementing it, and we NEED NEED NEED NEED NEED NEED NEEEEEED to get rid of it already?
I'll ask again, then: what's the solution, Gas?
The current game largely invalidates 'Mechs below seventy tons. Ghost Heat doesn't even limit alpha damage anymore - the limits have slipped far enough that you could probably eliminate Ghost Heat altogether with no replacement system and not see much change in the game. Sure, PPCs might be a bit more popular again, but you can already throw out as absolutely much damage as you like. Ghost Heat hasn't been a real factor in increasing TTK, limiting instagibs, or controlling the game's damage output for many months now. Piloting anything that can't take multiple 50-damage shots is highly contraindicated, what with Sphere 'Mechs having three times their native durability in quirks and Ghost Heat limits being effectively void without actually letting players do what they like on a 'Mech or avoiding the "6 MLs is fine, 7 MLs is suicide" issue.
I'm clearly too brain-damaged down here in T3 to have any idea how to pull my pants on in the morning, let alone suggest fixes for the game or express an opinion that isn't "bluuughhghghh hahahaha funny birdie!". Got to leave it to our Magnificent T1 Overlords to tell us all what's best for us. A'ight, will do - what's best for us, Gas?
Do you think people aren't going to mechlab around Energy Draw just the same?
Yeah, Dire Wolves will just boat UAC5s so they don't have to worry about Energy Draw as much, along with a TComp instead of the 6th AC5.
Is there an objective reason to take a medium or a light over a heavy/assault? I'm not sure, I think lights can definitely influence the match in a way a heavy or assault never could, but I'm not sure. Honestly, I prefer Heavies and Assaults, so that question might be more appropriate for someone else. There are many competitive people that primarily play lights.
Like I said, the penalty of Energy Draw for 3 cLPL is 9 heat. For Ghost Heat, it is 7.2. Ghost Heat is not unanimously more punitive. 7 Medium Lasers under Energy Draw gives you 5 bonus heat. Under Ghost Heat? 3.2 heat. There is more of volcanic fit in Energy Draw!!
Theoretically impossible, so why do we care whether or not ghost heat covers it? That's like me complaining about the Energy Draw loophole that is 20 Machine Guns, which is 16 stone cold, 0 draw DPS. Its not possible in game, but it means there is an issue with Energy Draw... for some reason? No it doesn't, that's ridiculous.
Ghost heat does prevent you from taking a 12 ton 84 damage alpha on a Nova, instead you have to pay 16 tons and only 54 damage, which, surprise, you can't do on a Nova because it takes too much pod space. Ghost heat does serve to limit the amount of firepower on the field by forcing you to take some heavier weapons along with your light high damage-per-tonnage weapons. Its not completely without purpose in that regard. Most of the insane 60+ damage alphas are extremely hot builds, that aren't even viable anymore, so the fact that they cause so much headache doesn't resonate with me at all.
I actually didn't even mention Tier, I'm more talking about the people who spend hours preparing for competitive matches and are wildly successful at it (not me, currently). Its funny to see one of those people tell people that laser vomit isn't the "OP Meta" anymore, and have them just say "whatever you don't know anything, I see laser vomit in the public queue therefore you don't know anything." Its like, if the best heavy mechs in the game have a 20 damage alpha and a 35 damage alpha respectively, what does that tell you about all the people complaining about 50-70 damage alphas?
Similarly, the best assaults recently have been:
Mauler MX90 - 25 damage
Kodiak - 50 PPFLD or 80 double-tapped quad UAC10s (that last one is no longer relevant, fixed by Ghost Heat, and a double tap is more of a burst than an alpha)
So again "90 damage alphas" is not so much the issue. In fact a struggle to think of the last time 84+ damage alphas have actually been a thing. Not since the fall of the Space Whale, which has been so long I can't even remember. And even that, was on a 52 kph hot as balls death trap that have been commonly embarrassed by light mechs in the public queue.
So yeah, a system that now punishes a 54 damage laser vomit Executioner that was a Tier 2-3 assault mech... yeah, that's BS. I don't want to only play dakka assaults to be competitive, but that is what the community wants until the realize that "Oh, dakka kills me just as fast, its no skill EZ mode". What I suggest? I'm happy with the game, I have fun and don't get insta-gibbed regularly. Weapon balance could be tweaked, mech balance needs some work with outliers taken care of *ahem..Kodiak..cough*, but I don't feel the need for sweeping changes that shoehorn everybody into cool DPS builds or whatever is most Energy Draw efficient.
In short, I don't have all the answers, but this system feels bad, overly restrictive, and that combining all weapons on one energy pool just leads to boating the most efficient weapon. That sucks.