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Rac Ghost Heat


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#1 Tyroki

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Posted 02 July 2017 - 01:21 AM

So this is staying?
Despite them being a continuous fire weapon that ramps heat already, and multiple of which would completely annihilate your heat without ghost heat?

...

I really, really do hate to be that guy, but I'm in this for the Annihilator and RACs. If RACs are going to ghost heat (which is utterly idiotic), I might have to refund. To hell with supporting this stupidity :\

Edited by Tyroki, 02 July 2017 - 01:21 AM.


#2 Commander Zelnick

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Posted 02 July 2017 - 05:18 PM

Firing two simultaneously has little penalty. I've found that firing both with a slight offset allots insane ghost heat.

#3 Tyroki

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Posted 02 July 2017 - 05:50 PM

View PostCommander Zelnick, on 02 July 2017 - 05:18 PM, said:

Firing two simultaneously has little penalty. I've found that firing both with a slight offset allots insane ghost heat.


That's only TWO though. RAC 2's and 5's share ghost heat.
One of the Annihilators has a pair of RAC 2's and a pair of RAC 5's.

So what? You just fire for a brief time until one group jams, then move on?

... Why bother then, when you can just take a bunch of AC or UAC 2's and 5's and not care about ghost heat, while still blitzing your heat?

This is incredibly disappointing.

#4 Blue Leviathan

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Posted 03 July 2017 - 12:00 AM

For anything more than a five second fight id rather take UAC2 or even AC2 than RAC2. You still have to deal with slower moving, shorter range, heaver/larger weapons, that naturally spread damage. It does not need a limit of two to add to that.

#5 Widowmaker1981

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Posted 03 July 2017 - 04:19 AM

The ghost heat must be removed.

If not, the largest mech that should ever, under any circumstances, mount one is a Bushwacker. They have absolutely zero synergy with any weapons in the game bar flamers and MGs, and as such making a mixed weapon build involving RACs is gimping yourself.

Thats without even considering the buggy nature of ghost heat when applied to extremely rapid fire weapons (If two RACs get out of sync they will activate ghost heat extremely badly.). PGI wont be able to fix the bug, you can tell that because they never could with AC2s, and ended up removing it from them.

Just remove it entirely from the whole family. Its not a problem if a couple of assault mechs mount 4 of them, its only arguably better for the face staring DPS role than quad UAC5s anyway (and unarguably worse for every other role), and the Mauler can run LFE with UACs, and the Annihilator can run 5xUAC5, but only 4 RAC5. Massing RAC2s is crap, they have ~50% of the DPS of the 5s but 80% of the weight, so dont fuss about 6 of them on a KGC or MX90

Edited by Widowmaker1981, 03 July 2017 - 04:37 AM.


#6 MustrumRidcully

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Posted 03 July 2017 - 04:28 AM

I see no real good reason why RACs should even have ghost heat. Isn't ghost heat mostly for avoiding excessive alpha potential? 4 RAC/5 have less Alpha Strike capability than 4 AC/5!

Just like AC/2s, RACs don't have a notable capability to deliver Pinpoint accurate alpha strikes.

#7 davoodoo

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Posted 03 July 2017 - 04:42 AM

Most mech will be able to equip is annihilator after sacrificing engine and ammo capacity. It will pack 5 rac5 which not only wont carry much ammo but theyll be unusable even without ghost heat as itll shutdown before filling bar.

Most youll be able to get actually plasusible build is 4, which isnt that bad dmg wise. Even if we pack 6 rac 2 it still wont hurt more than 2 uac10 + 2 uac5 or even good old 4 uac5 dakkacrab.

So yeah, i wonder, why does it even have ghost heat?

Edited by davoodoo, 03 July 2017 - 04:43 AM.


#8 Damnedtroll

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Posted 03 July 2017 - 04:51 AM

Ghost heat quite bad for RAC... they don't need that, they are not OP, why no ghostheat on HMG ?

#9 SOL Ranger

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Posted 03 July 2017 - 06:10 AM

I don't in particular like the RNG jam chance(nor in UAC's), and ghost heat really makes them particularly dysfunctional as well for anything bigger for boating.

We already have insane pinpoint front loaded damage weapons that can be amassed, where even UAC's clearly surpass RAC performance especially due to meta gameplay yet RAC's are being strictly kept over-regulated and tamed.

I've never understood why facetime sustained damage weapons have to be so bad in MWO when they should be the clearly most powerful, practical and easy to fit weapons simply because of their immense weaknesses of streamed damage and 100% facetime requirement, let alone spin up time on RAC's should make that even moreso important to establish for them. Notably RAC2's are especially worse off.

If raw damage is an issue then lower it some but to a greater extent allow them longevity, make the weapons practical and fun to use for prolonged periods of time.

These are supposed to be pressure weapons yet they just stop working abruptly.and fail at even that becoming a worse than UAC's in almost every way.

PS. The sound effects really need some work.





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