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Ghost Heat?


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#1 InfinityBall

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Posted 24 July 2017 - 06:39 PM

Ok, coming back from not playing since the first week or so after launch, I'm reading about "ghost heat" a lot.

Anyone want to explain it or tell me where I can read about it in detail?

#2 FupDup

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Posted 24 July 2017 - 06:46 PM

Ghost Heat is a mechanic that causes certain weapon combinations and quantities to create more heat than what you would intuitively expect based on the weapon stats. For example, the PPC currently makes 9.5 heat. You would expect triple PPC to therefore deal 28.5 heat, right? Nope, it makes 40.47 heat.

Smurfys has all of the heat penalty levels listed per weapon:
http://mwo.smurfy-ne...eapon_heatscale

Here is the original, outdated introductory thread for Ghost Heat. The specific values are no longer relevant, but it can help give you an idea of what's going on behind the scenes:
http://mwomercs.com/...cale-the-maths/

Edited by FupDup, 24 July 2017 - 06:47 PM.


#3 InfinityBall

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Posted 24 July 2017 - 06:52 PM

Thanks. I suppose that explains the absurd heat on that 2 AC20 hunchback

#4 Luminarium

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Posted 24 July 2017 - 08:11 PM

It's one of the reasons why MWO isn't doing all that great.

Cluster mechanics and band aid fixes. Guns could simply have dispersion or scaling dispersion (each one fired within half a secon would scale it more) and we wouldn't have to worry about pin point strikes but now we have 2 ppc builds and charge gauss...

#5 Coolant

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Posted 24 July 2017 - 08:17 PM

View PostInfinityBall, on 24 July 2017 - 06:52 PM, said:

Thanks. I suppose that explains the absurd heat on that 2 AC20 hunchback


yes exactly. If you want to see ghost heat in action, take 4 LPL onto testing grounds and alpha. You will see the heat gauge immediately jump and then after that rise more incrementally during the burn.

Ghost heat is a decent mechanic. MW4:Mercs had nothing to curb ridiculous alpha builds (sometimes over a hundred damage) except the regular heat of the weapon (which I would be ok with if there were respawns).

#6 DaMuchi

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Posted 24 July 2017 - 08:29 PM

Good old Dire Star.

#7 InfinityBall

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Posted 24 July 2017 - 08:35 PM

So what's the delay you need to implement to avoid it?

#8 FupDup

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Posted 24 July 2017 - 08:36 PM

View PostInfinityBall, on 24 July 2017 - 08:35 PM, said:

So what's the delay you need to implement to avoid it?

0.5 seconds between each firing of the weapons affected by Ghost Heat, e.g. fire 2 PPCs, wait 0.5s, then fire the 3rd PPC.

#9 DaMuchi

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Posted 24 July 2017 - 08:43 PM

View PostInfinityBall, on 24 July 2017 - 08:35 PM, said:

So what's the delay you need to implement to avoid it?


there is no delay needed for laser weapons, just don't overlap burn times.

#10 Kmieciu

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Posted 24 July 2017 - 11:48 PM

View PostDaMuchi, on 24 July 2017 - 08:43 PM, said:

there is no delay needed for laser weapons, just don't overlap burn times.

Wrong.
You can overlap the burn times, but you have to respect the 0.5 second rule.
For example I use a macro to fire 2x C-LPL then another 2x C-LPL after 0.51 second. No ghost heat and the total burn time is under 1.5 second (thanks to skill tree).

#11 Ramistrov

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Posted 25 July 2017 - 12:59 AM

View PostKmieciu, on 24 July 2017 - 11:48 PM, said:

Wrong.
You can overlap the burn times, but you have to respect the 0.5 second rule.
For example I use a macro to fire 2x C-LPL then another 2x C-LPL after 0.51 second. No ghost heat and the total burn time is under 1.5 second (thanks to skill tree).


Any guide on how to do macros for things like this? Or macroing in general if not please?

#12 Tier5 Kerensky

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Posted 25 July 2017 - 02:14 AM

You don't need macros for lasers. Their burn and cooldown are so long anyway. A small pause is more that enough to make that 0.5 second.

#13 Kmieciu

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Posted 27 July 2017 - 04:54 AM

View PostRamistrov, on 25 July 2017 - 12:59 AM, said:

Any guide on how to do macros for things like this? Or macroing in general if not please?


https://github.com/e...-latest-version





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