

Why Didnt Energy Draw Happen?
#1
Posted 13 November 2017 - 06:24 AM
However, due to public demand it seems, it was shut down.
My question is:
Why? Ghost heat is a terribly inconsistent system, following now overarching rules.
I made a comment on it in a post and I can try working a preliminary solution out for people.
I am interested in making the game better, since I love mechs, so playing a mechgame is just a ******* dream for me.
#2
Posted 13 November 2017 - 06:33 AM
Edited by Nik Reaper, 13 November 2017 - 06:33 AM.
#3
Posted 13 November 2017 - 07:02 AM
It would have added added another unintuitive layer and HUD indicator on top of the already illogical ghost heat.
We are unlucky not to have had the basic original Energy Draw idea implemented - it could have replaced ghost heat and been a lot more logical and sensible. But we were lucky PGI didn't go ahead with the convoluted abomination that they eventually proposed.
Edited by Appogee, 13 November 2017 - 07:03 AM.
#4
Posted 13 November 2017 - 07:11 AM
Not going to write you a paragraph over it, there's plenty of them out there from more experienced players that know the game better than myself in the old threads. You could actually find them if you wanted if PGI could be bothered to implement that search function almost every other forum has.
#5
Posted 13 November 2017 - 07:19 AM
And at some point you (PGI) become a Victim of the remant payerbase - like EVE - and you can not do anything but let the Train run until Wreck!
Edited by Thorqemada, 13 November 2017 - 08:53 AM.
#6
Posted 13 November 2017 - 08:09 AM
Nik Reaper, on 13 November 2017 - 06:33 AM, said:
they were to shy to give 3 heat penalty per energy drawn over the scale, thats why it never worked and failed in feedback. hell I could make higher alphas in my NVA than before because they REALLY screwed up the values. Could have worked with the higher penatly numbers.
#7
Posted 13 November 2017 - 08:14 AM
If you heard complaining about gauss and ppc draining only 1:1 dmg then you knew it wouldnt work at all.
Edited by davoodoo, 13 November 2017 - 08:23 AM.
#8
Posted 13 November 2017 - 08:17 AM
At this point the only system I can see replacing ghost heat is to fix the heat cap at 30 to limit alphas for the majority of weapons, then impose strict group-fire limits for particular low-heat weapons, e.g. 1 AC20, 2 gauss, 3 AC10, etc. so that their damage potential doesn't exceed 30 per volley.
In other words, I don't see ghost heat going anywhere soon.
Edited by process, 13 November 2017 - 08:18 AM.
#9
Posted 13 November 2017 - 08:30 AM
#10
Posted 13 November 2017 - 08:32 AM
Nightbird, on 13 November 2017 - 08:30 AM, said:
Thats your opinion.
I dont think bringing every mech down to lct1e lvls of alpha(also heat neutral in tt) is good idea.
Edited by davoodoo, 13 November 2017 - 09:16 AM.
#11
Posted 13 November 2017 - 08:43 AM
Instant penalty heat the moment you crest the threshold, and the same penalty we have now.
It was the same thing we had, only more restrictive.
It hurt Brawlers the most, laughably
The original TC overload would have been neat, soft penalizing Alphas, but what we got was just GH Mk2
Boring
#12
Posted 13 November 2017 - 09:00 AM
Alas, I think if it had replaced GH straight up, as opposed to trying to supplement it and then add a bunch of stuff on top of it, it might have been a reasonable system that the community could have gotten behind -at least a little bit- but the mess they made of it made that an impossibility. Only PGI however, can say what truly caused them to decide to pull it.
#13
Posted 13 November 2017 - 09:02 AM
Edited by Mole, 13 November 2017 - 09:02 AM.
#15
Posted 13 November 2017 - 10:32 AM
we already have a draw system: heat. thats what PGI should be focusing on fixing.
a properly functioning heat system supplemented by ghost heat mechanics should work fine to limit high damage alphas.
the problem with the heat system is the lack of heat penalties allows people to constantly keep their heat at like 90%. theres no incentive to keep your heat low.
Edited by Khobai, 13 November 2017 - 10:54 AM.
#16
Posted 13 November 2017 - 10:37 AM
#17
Posted 13 November 2017 - 10:42 AM
#18
Posted 13 November 2017 - 10:45 AM
Basically the jump jet castration patch, only for weapons.
#19
Posted 13 November 2017 - 10:48 AM
BenAran, on 13 November 2017 - 06:24 AM, said:
However, due to public demand it seems, it was shut down.
My question is:
Why? Ghost heat is a terribly inconsistent system, following now overarching rules.
I made a comment on it in a post and I can try working a preliminary solution out for people.
I am interested in making the game better, since I love mechs, so playing a mechgame is just a ******* dream for me.
is started off good, but then too many things were changing too quickly to gauge properly,
the last verson of Energy Draw PTS had 19 weapon changes and some equipment changes,
too much was changing and people found it hard to see if anything had improved,
-
Energy draw was i feel, a good system, but it wasnt perfect, it did need work,
i hope we see it come back some day, as it would help with some of MWOs problems,
Nik Reaper, on 13 November 2017 - 06:33 AM, said:
not really, LLDD(Laser-Lock-Damage-Dropoff) was part of Info War PTS,
sadly LLDD killed info war, even though many of the things in Infowar were good additions,
#20
Posted 13 November 2017 - 10:57 AM
Quote
sadly LLDD killed info war, even though many of the things in Infowar were good additions,
damage should dropoff if you dont have a sensor lock.
PGI shouldve implemented damage dropoff beyond optimum range for ALL weapons without sensor locks.
the problem is they halfassed it by only doing it for lasers which is what people hated. because it was a nerf to lasers specifically when it shouldve been a nerf to ALL weapons.
if weapons did 30%-50% less damage beyond optimum range without a sensor lock, it would not only make sensor locks much more important, but it would help curb the out-of-control long range meta.
if sensors were tied to damage and getting sensor locks actually mattered, and if assaults and heavies had worse sensors than lights and mediums, then lights and mediums would have a stronger role in the game as well.
sadly sensors dont really matter at all in the current game, which is not how it should be.
Edited by Khobai, 13 November 2017 - 11:02 AM.
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