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Rework Coolshots


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#1 Fraterna

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Posted 31 July 2018 - 12:37 AM

i just don't get why PGI decides to fumble around with laser duration/damage/heat/range/ghostheat of clan laser vomit to 'balance' the system when coolshots easy erradicate the high heatspikes of said laservomits.

didn't any PGI-guy ever think about reworking coolshots instead of lasers? yeah, yeah, the high cooldown between 2 shots is something like that, but in the end it didn't really help, amaright?


here's some idea of coolshot-enhancement:

1.) Coolshots don't magically flush heat.
currently, the coolshots just flush the bottled up heat somewhere into the nirvana. this makes no sense and is imbalanced as hell. lets make them just boost the effectivity of HS and DHS for a short period of time:
+X% heat dissipation rate for Y seconds.

2.) if you want, you can add a couple more coolshots and scale em by c-bills with their effectiveness, and put in some drawback into the high effective ones:

- Basic coolshot: "+12.5% heat dissipation / 30 sec ": 40k c-bills (like now) per use
- enhanced coolshot: "+20% heat dissipation / 30 sec ": 60k c-bills
- High Effect Coolshot "+30% dissipation rate / 30 sec* ": 80k c-bills
- High Risk Coolshot "+50% dissipartion rate / 30 sec * ": 120k C-bills
(rates and duration is just guessed, should be tested accordingly if this is even considered.)

*the HE- and HR-Coolshots should have some drawback beside the high costs:
due you inject some weird stuff into the cooling system, the engine and/or the HS/DHS can get damaged/destroyed during the effect-time of those shots, with a significantly higher rate with those HR coolshots. well, i don't mean like a 50% chance per use, but high enough to consider NOT to spam em like the current ones.

shouldn't be too hard to implement, it's basically a temporal quirk, and heat dissipation quirks already exist on lights.


discuss.





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