MrJeffers, on 28 October 2016 - 02:17 PM, said:
It's still a fundamental flaw in the system. To get around that you need to get into the convoluted steps of Weapon A only counts as .75 damage to ED scale, Weapon B is .3 damage to ED scale, Weapon C is .5 damage to ED scale, etc. It very quickly becomes unmanageable and even less intuitive than GH.
Yes, LESS intuitive than one of the least intuitive mechanics I have seen in a game. There isn't a fix for that dilemma. Splitting it into semi-linked weapon pools by weapon type only further exacerbates the problems, it doesn't make it better.
The argument against just doing weapon tuning like increasing cool downs is that it doesn't eliminate that big first strike, but then need more time before you are effective again. But so what, that method *does* work, look what happened on the live servers when Gauss cooldowns went to 6 seconds - they became practically extinct overnight.
Reducing damage per weapon is something else that people have mentioned, like normalizing the damage to TT's 10 second turns. E.g. Gauss would be like 5 (or 7.5 depending on your point of view) damage per shot because it can fire roughly three times in a 10 second window (first shot + 2 cool down periods).
These, and many more suggestions, all working with the existing systems and requiring nothing more than editing XML values are far better solutions than ED.
Cathy, on 28 October 2016 - 02:47 PM, said:
I firmly believe that there is no need for it, or ghost heat for that matter.
Lower the heat threshold, increase dissipation, a lot of the issues for which P.G.I have added GH and tried to add ED, is corrected by these actions.
.....
Thanks for many good replies during the night, I'll try to comment during the day.
What both of you touch upon here is whether or not we need Ghost heat all all. What ghost heat really is is a system for diminishing returns, right, or in other words a stacking penalty. When it was introduced, as I remember it, it was because after the arrival of the Stalker with 6E hardpoints on an assault it could boat LL, LPL or PPCs and instapop people. I wasn't one of them that cried to nerf big alphas then, but I can see the point of having stacking penalties in games where you can customize your rides. I'd guess it's more common than not in these types of games. That said, I think the need for a stacking penalty is bigger today than it was when it was introduced because now we have several (omni-) mechs that would be much more scary than the Stalker with up to 13 or 14 E hardpoints is it?
Extreme examples: 13x cSPL = 76 damage for 39 heat or 4x cUAC20 doubletap = 160 damage for 56 heat. (may not fit btw, just extrapolated from 4x gauss kodiak but probably wont work with UACs.... anyways you can imagine similar stuff).
Even if one lowers the heat cap significantly these are still as much of outliers compared to weapons with more heat per damage. Not to mention Gauss with 15 damage per heat but that's a special case that is hardcapped at 2, but still, we want to avoid making Gauss+other weapons a mandatory combination.
So, if the consensus is that a stacking penalty is needed and we want it to achieve:
1. Diminishing returns when alphaing a large number of similar weapon types
2. Less diminishing returns when alphaing two different types of weapon systems (not avoid making mono-stacks the best stacks), but still an effect large enough so that you can't get around the system completely by splitting your large stack into the two stacks that syncs the best
If we want to achieve this there really is no choice but to use several layers. ED can be one of these layers and is suitable for any combinations of hitscan weapons. ED could have weaker contributions from B and M as spillover, but it can't be as strong a limitation as it is for E weapons. The troublesome outlier here I believe is the PPCs because they are E projectiles so some extra precaution would have to be taken not to OP PPC+Ballistics. I am convinced that ED can be tuned to mimic the current Ghost heat effect for E weapons almost perfectly (i.e. 0.5s recharge, ED similar to heat values), with the exception that small E would stack with large E and treat for example LPL+ML the same as only LPL or only ML. A more consistent E stacking penalty simply. The benefit being HUD integration and that ED of weapons and mechs can be used as balance parameter to fine tune things.
Question for me is, can
other layers be applied to mimic GH mk1 for Ballistics and Missiles? Can these layers work in harmony with ED to produce the effects listed above in points 1-2?
Edited by Duke Nedo, 29 October 2016 - 12:04 AM.