davoodoo, on 05 July 2017 - 03:05 AM, said:
Because that was the goal behind gh.
To discourage extreme boating.
Even on current pts its still the main goal behind it, it might really stupid to limit lppc to 3 because of reduced dmg, but the main goal behind gh is to stop you from boating lppc
I am interest how triple PPC is considered boating. I understand that 6 PPC/LLAS stalker were kind of a problem. But I cant even run Dual PPC + LPPC on an vindicator. I tried Awesome with dual HPPC + triple LPPC. Firing in 2 groups, HPPC and LPPC nets you around 40% heat. 3LPPC + HPPC is close to 90% heat, while firing the 2 HPPC which have a similar damage output (1/28/1 vs 2/26/2) net you something around 25%. Firing all at once shut them mech down for quite some time.
As we can see in case of the HPPC + LPPC test, adding 1/2/1 damage shouldnt triple its heat output. Unless you think its fair that the night gyr with Dual Gauss/ERPPC is completly penalty free for a 45 damage alpha. I consider the amount of heatsinks outweighs the gausses heavy weight and ammo setup and so on but thats a different discussion of balance. Point is both pilots invested heavily in their weapon setups.
I just want you to think about the GH penalties and tell me how it is fair. Again 1 setup circumvents GH in a clever way other is punished because it kinda required a weaker chassis to "exploit" a weapon setup like that.
I mean lets assume pilots make mistakes, what will happen? The night gyr pilot might spread damage between gauss and PPC weaponry because he let go of the button too early or so.
The Awesome pilot can either shutdown in a very bad situation and/or cause himself unneeded internal damage or spread the damage over the enemy mech.
GH simply punishes the Awesome pilot in multiple ways. If I overheat because I was riding the heat line and messed up, fine I did a mistake. I get punished heavily because I acidentally fired a weapon 0.1s too early, dumb just dumb.
In ED you had the visual cue when to fire other weapon groups with its energy bar and an audio cue when overdrawing.
I mean the audio cue could be added for GH but it wouldnt solve any issues GH has. The audio cue for ED worked so well because of the added ED bar to help you learn ED values, fire control and heat management.
GH is a simple fact of knowing about it and the muscle memory yourself to perfection.
To each their own preferences but I personally would find learning about heat penalties via ED more interesting and logical then GH. ED simply had that dynamic in gameplay.
MWO has that specialty that its a unique FPS/mech simulation hybrid. However its FPS elements have abit too much emphasis. Managing your mech gives it that little bit of mech simulator back. So having a few more HUD elements is something I would like to see. Give me a feeling that I am piloting a mech, not just a dude with lots of weapons.
Edited by Twinkleblade, 05 July 2017 - 04:01 AM.