Mg's Need Ghost Heat.
#1
Posted 29 January 2018 - 12:37 AM
#2
Posted 29 January 2018 - 12:43 AM
#3
Posted 29 January 2018 - 12:46 AM
#4
Posted 29 January 2018 - 12:50 AM
just enough heat so that you cant keep firing them forever
Quote
and replaced with what?
every suggestion to replace ghost heat is far worse than ghost heat.
like random cone of fire. or an abysmally low heat cap that only lets you fire 2 weapons at a time.
id rather have ghost heat than either of those.
Edited by Khobai, 29 January 2018 - 12:53 AM.
#5
Posted 29 January 2018 - 03:58 AM
Make them behave like ballistics, not like hitscan.
#6
Posted 29 January 2018 - 04:03 AM
So twice nothing is nothing, therefore ten times nothing is still nothing.
So if P.G.I set ghost heat at more than one MG firing causes ghost heat, firing ten at the same time will produce no heat at all.
you seem a perfect candidate to work on the balance team.
Apply today !
#9
Posted 29 January 2018 - 04:40 AM
#10
Posted 29 January 2018 - 04:41 AM
ZaccaR, on 29 January 2018 - 04:40 AM, said:
Only if the DPS is normalized. i.e.
The MG bursts 0.5s, and waits 0.5s each burst, dealing 2x their DPS during that 0.5s.
Edited by The6thMessenger, 29 January 2018 - 04:42 AM.
#12
Posted 29 January 2018 - 10:24 AM
Dakota1000, on 29 January 2018 - 06:11 AM, said:
You had me for a moment there, then I looked at who posted and remembered "wait, he's too reasonable to post that".
Well I certainly appreciate the compliment.
Obviously ghost heat on a weapon that needs a ton of them just to do anything at all would be stooopid. So I am not ruling out PGI actually doing it.
What I am actually peeved about is that there is only one viable light playstyle right now. Mg's have completely taken over lights, while the IS is stuck using a medium in the light role.
I am peeved that running a small pulse Cheetah is no longer an option. You want to take down that Direwhale? Where's your machine gun mech?
Couple of years ago when I started I could go hunt down those powerful Cheater's with my Oxide. Had a Raven with a couple of large pulses that could work. A Locust with a large pulse too but I wouldn't go chasing small pulse boats with it.
What I thought we needed back then was IS small pulses to not suck as bad, not the entire obliteration of the style to be replaced with one and only one viable way....
Soon I can see this playstyle being reined in too, and I really don't care what it is replaced with.
We need to have multiple mechs and multiple weapons that are viable for lights and buck the trend of their only being a single way to do things.
As a bonus however, I never in my life thought I would be ever using IS streaks. They are actually pretty good...for a minute at least.
#14
Posted 29 January 2018 - 10:40 AM
tker 669, on 29 January 2018 - 10:24 AM, said:
Well I certainly appreciate the compliment.
Obviously ghost heat on a weapon that needs a ton of them just to do anything at all would be stooopid. So I am not ruling out PGI actually doing it.
What I am actually peeved about is that there is only one viable light playstyle right now. Mg's have completely taken over lights, while the IS is stuck using a medium in the light role.
I am peeved that running a small pulse Cheetah is no longer an option. You want to take down that Direwhale? Where's your machine gun mech?
Couple of years ago when I started I could go hunt down those powerful Cheater's with my Oxide. Had a Raven with a couple of large pulses that could work. A Locust with a large pulse too but I wouldn't go chasing small pulse boats with it.
What I thought we needed back then was IS small pulses to not suck as bad, not the entire obliteration of the style to be replaced with one and only one viable way....
Soon I can see this playstyle being reined in too, and I really don't care what it is replaced with.
We need to have multiple mechs and multiple weapons that are viable for lights and buck the trend of their only being a single way to do things.
As a bonus however, I never in my life thought I would be ever using IS streaks. They are actually pretty good...for a minute at least.
Wolfhound-2 replaced the old Cheetah playstyle pretty much. Old 6 CSPLs did as much damage as the current 6 IS MPL, so you give up the jump jets and ECM the cheetah had and you get 50% more armor and twice as much range. Really wish PGI didn't just kill the CSPL in one fellswoop, was a fun mech to play but now I have no reason to play it, they really just do it to every mech in time, hopefully they'll start reversing it with the backlash that Dane's video caused.
Like really, what was the reason that they nerfed the single LPL Locust? Went from 50% cooldown and 50% duration to like 30% cooldown and that's it. Meanwhile I'm pretty sure a Spider Variant based off the same idea in a 10 ton heavier mech still has the same quirks as the unnerfed Locust.
PGI just blanket nerfs a lot of things without looking at the problems it causes with all the other playstyles around it, usually only the top one they were trying to nerf survives in the end while all the others are dead.
#15
Posted 29 January 2018 - 11:02 AM
Edited by topgun505, 29 January 2018 - 11:03 AM.
#16
Posted 29 January 2018 - 11:30 AM
Dakota1000, on 29 January 2018 - 10:40 AM, said:
Wolfhound-2 replaced the old Cheetah playstyle pretty much. Old 6 CSPLs did as much damage as the current 6 IS MPL, so you give up the jump jets and ECM the cheetah had and you get 50% more armor and twice as much range. Really wish PGI didn't just kill the CSPL in one fellswoop, was a fun mech to play but now I have no reason to play it, they really just do it to every mech in time, hopefully they'll start reversing it with the backlash that Dane's video caused.
Like really, what was the reason that they nerfed the single LPL Locust? Went from 50% cooldown and 50% duration to like 30% cooldown and that's it. Meanwhile I'm pretty sure a Spider Variant based off the same idea in a 10 ton heavier mech still has the same quirks as the unnerfed Locust.
PGI just blanket nerfs a lot of things without looking at the problems it causes with all the other playstyles around it, usually only the top one they were trying to nerf survives in the end while all the others are dead.
The Wolfie steped in, in a way...sort of.
It handles like a brick and is only viable in the quirked 2. The ecm hero has some limited uses as well. Let's not forget also that when it first emerged, it did so mostly with ermeds...until they got nerfed.
Bought the Resistance pack a long time ago up to the Black Knight. Was a good purchase as I liked all three chassis I got and their variants. So have always liked and used the Wolfhound.
It plays and feels entirely different to me than the old Cheetah did. Dashing, ducking, jumping and turning in the Cheetah, is a different experience for me. Maybe the distinctions are too minute to most or I am being finite scale picky, but it really feels different completely for me.
So I play the brickish Wolfhound more like a medium. It is also a tank that benefits from being on the end of the weight scale for lights, being able to take advantage of survival tree. If it didn't, I think how poorly it actually drives would make it useless because it is a very easy mech to hit.
Willing to concede this might just be how potato me looks at it, but it isn't a direct swap nor does it fill my urge to run and gun like the old Cheetah. Even Cheetah 2.0 with the mg's and heavy meds plays differently enough, to bum me out. I really wish I could both machine gun Cheetah, and small pulse it. Not one or the other as we have.
Wordy yes, but best I could articulate what I am trying to say which is tough when 'feels' based.
#18
Posted 29 January 2018 - 12:08 PM
#19
Posted 29 January 2018 - 12:39 PM
I like the fact that they need a long face-time to open up the enemy's armor but are utterly devastating when the armor is gone.
Just watch your backs for those little fishes. They're fragile but do have a nasty bite.
Edited by Mystere, 29 January 2018 - 12:40 PM.
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