Illogical Ghost Heat For Mrm
#1
Posted 30 May 2018 - 11:02 AM
MRM 30 + 20 generates 9.5 + 6 = 15.5 heat alpha
MRM 30 + 10 + 10 generates 9.5 + 4 + 4 = 17.5 heat alpha (excluding ghost heat)
That is approximately 13 % more heat with the 30+10+10 build, which weighs about 6 % less.
I was fine with this trade-off but I noticed that 30+10+10 generates ghost heat when all launchers are fired together. I believe the ghost heat is an additional 3, which makes the heat generation for my build 32 % higher than the 30 + 20 build (20.5 compared to 15.5).
This ghost heat penalty appears unreasonable to me. Consider that you can mount MRM 30 + 30, or the aforementioned 30 + 20 build without incurring ghost heat.
I would suggest that the GH penalty should be applied on the basis of how many missiles you spew in your alpha strike, not the amount of launchers you fire.
Am I missing something that makes the current system reasonable?
#2
Posted 30 May 2018 - 11:06 AM
Edited by Haipyng, 30 May 2018 - 11:15 AM.
#3
Posted 30 May 2018 - 11:08 AM
Same amount of missiles but costs much more heat.
#4
Posted 30 May 2018 - 11:14 AM
It isn't a linear equation of X missile generates Y heat. There's an X base for the size of the container required to hold the missiles, because if you're firing even one, you generate a certain amount of stress on the thing holding in that blast regardless. So instead of being linear, there's thresholds, similar to the damage thresholds at the ranges on MRMs.
So essentially, the more containers- the more launchers- the more plateaus in heat you get. Less launchers spread less strain overall across the entire system ("the system" here being defined as the mech carrying the launchers) and thus should carry lower penalties.
#5
Posted 30 May 2018 - 11:19 AM
#6
Posted 30 May 2018 - 11:33 AM
What you are doing is not only inefficient in terms of heat, it's putting out subpar damage. I guarantee this build is superior to whatever you are futzing around with in your mechlab at the moment that involves only 50 missile tubes.
And by the way, the ghost heat in your example is the price you pay for having more of the smaller, more weight efficient MRM10s. Ghost heat has nothing to do with tubes. It has everything to do with the number of weapons of a given type and size fired simultaneously. Each MRM type is balanced around this fact.
Edited by Lt Blackthorn, 30 May 2018 - 11:36 AM.
#7
Posted 30 May 2018 - 11:49 AM
Haipyng, on 30 May 2018 - 11:19 AM, said:
PGI did not invent thermal runaway, they just don't implement it in a way that makes sense.
#8
Posted 30 May 2018 - 12:21 PM
#9
Posted 30 May 2018 - 12:24 PM
Xetelian, on 30 May 2018 - 11:08 AM, said:
Same amount of missiles but costs much more heat.
ghost heat always was an arbitrary mess. it was part of the reason for power draw, to make it less arbitrary. of course pgi screwed that up so we got ghost heat. yay!
remember that dh/dt gauge from mechwarrior 2? we should base heat penalties off something like that. it really just measures changes in heat over time so if you produce a lot of heat in a short amount of time its higher, than if you produce a small amount of heat less frequently. produce no heat and it trends to zero. just map that gauge to a heat multiplier. or to a power curve (x^-2) with the elbow at the thermal equivalent of about 30 damage. then when something over performs rather than the broad sweeping changes to gh groups, you can just target individual weapon heat values.
Edited by LordNothing, 30 May 2018 - 12:41 PM.
#10
Posted 30 May 2018 - 01:48 PM
See for example a Zeus which can't run 2 30s, but can do 3 20s to avoid the GH but at a cost of extra ton of weight, or a 30 a 20 and 10 for the same tonnage as 2 30s but is punished with GH (or a 40 and 2 10s). See also the Quickdraw 4H with even worse limitations. There are others, and it always seems to give a feeling of "hey lets punish sub-meta mechs even more" with this kind of stuff. Meh. Just anther example of PGI being PGI.
#12
Posted 30 May 2018 - 03:51 PM
Andi Nagasia, on 30 May 2018 - 01:53 PM, said:
usually just a single 40 is enough firepower for me and you never notice the heat. only time id run more than one mrm is if its the bulk of my firepower and dont want a cleaved torso to terminate my missile spam. if i also want to run an autocannon or a bunch of lasers the 40 is perfect.
i dont really like pure mrm boats though. they put out massive damage but their inability to exploit an open section often deprives me of the coup de grace and despite having good scores i seldom live to the end of the match. now as part of a mixed build its great. ride the low heat weapons until an opening is revealed and then focus your lasers or double tap your uac on the open segment. this is why my mrm40+uac20 misery is so brutally effective. i just bought a bansh 3s for the same reason (a mech i sold prior to skill trees because at the time you could only put an lrm20 in there).
#15
Posted 01 June 2018 - 06:04 AM
RoBroCop, on 30 May 2018 - 11:02 AM, said:
MRM 30 + 20 generates 9.5 + 6 = 15.5 heat alpha
MRM 30 + 10 + 10 generates 9.5 + 4 + 4 = 17.5 heat alpha (excluding ghost heat)
That is approximately 13 % more heat with the 30+10+10 build, which weighs about 6 % less.
Both mediocre builds. Use 2xMRM30 with XL engine.
#16
Posted 01 June 2018 - 07:20 AM
#17
Posted 01 June 2018 - 07:32 AM
because ghost heat allows both MRM20x3 and MRM30x2
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