Honestly I kind of agree with removing ghost heat.
You'd unleash builds like the 6 ASRM6+ ASRM4 Cyclops, but the alpha would be no higher than the Scorch's 88, and would run hotter already. You could fire 12 CSPL for 48 damage at once, or 6 MPL for 42 damage at once with longer range and much less heat. You could fire 4 ERLL for 44 damage and 16 tons of weapon or your 6 tons of ERML for 42 damage, just paying for range via tonnage dearly. Before gauss plus ERPPC ghost heat link I could have compared 5 ERPPC to the combo and just mentioned how its nearly unuseably hot.
The only build that seems to really warrant ghost heat is dual gauss+dual ERPPC combo due to how it can be used in a match, and honestly even then I'm questioning if it really deserves the ghost heat, as its 36 tons of weapons alone, 4 tons of ammo, and you still need a lot of heatsinks to keep it cool if you plan to use those 2 ERPPCs, so you're looking at 50 tons of weaponry for the system to work, and you have the PPFLD, but you don't have the DPS of UAC builds and you don't have pure alpha of laser+gauss builds.
I just really don't see the point of ghost heat, people just make work arounds that function better or approximately the same depending on the situation, and the few really actually powerful builds that are blocked by ghost heat are only even possible on a few 100 ton mechs. I'm really not even use dual gauss+dual erppc mix with its 50 damage ppfld even really compares to the Deathstrike's current dual gauss + 64+ damage laser alpha, sure its not PPFLD, but its about double the total damage, and with mobility nerfs I'm sure at least 50 points of damage is going into one location you aimed at.
If people don't agree with removing ghost heat entirely, how about just removing ghost heat from some silly combinations, for example dual AC20s, for what reason should someone who brings 2 short range, huge, ammo hungry, ballistic cannons not be able to fire 40 points of damage up close while someone running 6 tons of lasers can fire over 40 damage at nearly double teh range? The opportunity cost here is questionable. Why do micro lasers even have ghost heat at all?
Yeonne Greene, on 10 September 2017 - 05:32 PM, said:
Firing 7-8x cERLL at once for a long-range engagement.
RIP IS.
Thinking about it, maybe rather than a total removal of ghost heat, a normalization is in order. Something like allowing 4 ERLL to fire at once and give IS 5 or something. People bring those build for long range combat anyway, firing in groups to avoid ghost heat. Its just kind of weird to me when I compare it to 6 ERML, similar alpha without ghost heat, half the range and half the alpha before ghost heat. Which sounds sort of balanced, but when you look at the 16 ton cost in weight compared to 6, I'd think that the 10 tons would have the ERLL covered on cons
Like the pros vs cons goes:
Pros:
Longer range
Cons:
-Half damage alpha unless you fire through ghost heat
-10 tons heavier
-more heat per second
-less DPS
I just don't see the reason to keep beating the thing over the head here with such a low ghost heat limit.
Edited by Dakota1000, 10 September 2017 - 10:03 PM.