The way I understand ghost heat is that your mech dissipate a constant amount of heat per second. If you fire one laser, it dissipate the 6~7 heat at the same time it is generated. When you fire 2 lasers, it generates 12~14 heat (2*6~7), but still dissipates 6~7 (the amount of one laser), so you end up with a 6~7 build up. When firing 4, you end up with (4*6~7) generated minus 6~7 dissipated (which adds up to 18~21), and 8 lasers (8*6~7) - 6~7 which comes out to 42~48 heat.
Ghost heat is a mechanic in Mechwarrior Online (MWO, 2012). Mechwarrior 4 (2000) used a size limitation for weapons as balancing mechanic: player could not switch a medium weapon like a Medium Laser with a large weapon like the Particle Projector Cannon (PPC). Fans begged PGI to use a different system for MWO so they can put 3 PPCs in any mech with at least 3 medium hardpoints and enough tonnage to mount those weapons to oneshoot every enemy. And then PGI used that systems, players began to complain that they got oneshooted by other players with 3 PPCs. So PGI nerfed the heat generation. One PPC does 100% heat as listed, two PPCs create each 100% heat at listed, 3 PPCs do each 1xx% heat at listed. So the heat produced in MWO isn't linear for each weapon, it increases if a players fires to much of the same weapon in a short time.
@@mariotomazzoni6523 But from the OPs post thats not whats happening. Whats happening is much more in line with TT rules done in Real Time. Your mech has X capacity before building heat, you go over said capacity so thats what the heat buildup bar shows, just like the TTs heatscale. Then if you dont fire for a few seconds, another TT round, the heatsinks take away the overheat and your back to zero. Seems cause GH is in MWO that people ASSUME its GH without looking into it. Also didnt pay attention to the video but if it scales linear, aka firing another X adds exactly the same amount to the bar as the last then its not GH, GH was a spike ONTOP of the weapons fired.
0:55 Actually much more optimal solution is to remove the Double Heat Sink and replace it with a ton of armor. I think the variant i run has 1 ton of armor on all location except head and legs, 12 ER Small lasers and rest is just heat sinks. I currently am doing heavy mech missions with that loadout just fine. Probably have to switch this build with Gargoyle with 14 ER SL when i unlock it. Much more armor, more damage, same speed. 4:40 The difference you cant notice because you do not understand how heat mechanic works with lasers. Lasers, during their firing time, add specific Heat Per Second debuff on your mech instead of adding instant heat like ERPPC. So when you are firing single ERML, since your HPS is barely able to go above your constant Cooling per second (modified by Double HS), it barely goes above 0 with just 1 laser. But if you fire 2, when you are firing, your generated heat per second goes far higher than cooling per second. Hence the wild jump. Since we also have cooldown on top of all this, if you have enough DHS, your mech will be cool enough to alpha everytime weapons go off cooldown. If you wanna confirm this, use ERPPC, and Alpha 4 of them on warhawk, then compare this with 2 of them. Since With ERPPC, heat gain is instant, heat jump will be more or less double.
In many case your line of fire for some weapons might be blocked on one side or an low obstacle. So use more than 2 fire groups and assign weapons by side. For example: left arm weapons left mouse button, right arm weapns right mouse button, left torso weapons x button, right torso weapons y button, high mounted torso weapons z button. With that you can fire still those weapons that are not blocked. That also allows to use partial cover while firing.
@@mariotomazzoni6523 this was the first Mechwarrior game where I realized the firing angle of the arms is superior to the torsos! With all these boss fights, you definitely need to be able to get those sharp angles!
Yeah I just did some testing and there is maybe a TINY bit of GH but not much. Tested LPLs on the firing range, made sure at 0 heat for each test. Tested manual single fire, chain fire, and all at once with 3 LPLs. Results where 33 Chain, 31 manual single, 30 all at once. So there is a TINY bit of GH but not really enough to effect your DPS in single fights. Also you do have movement heat like TT, positioning my Exe it was generating 4 heat by itself, but I did tests at a stand still. Also Ive found you need to get targets down ASAP, DPS/Brawling is a BAD idea as the later missions are long and drawn out with lots of enemies. Longer you leave them alive the more damage they do to you and your Star mates. Single volley high damage alphas are what you need late game.
Don't increase only the armor on the arm, increase also the front armor on the side torso. If the left side torso is gone you will also lose the arm at this side. Some mechs have huge side torsi, for example the Timber Wolf / Mad Cat due the big missle launcher boxes.
@@mariotomazzoni6523 normally I'd agree, but in my playthrough, I've never seen a side torso lost before the arms. Those Spheroids are considerate that way 🤔
I think it's opposite. 8 m lasers at 5 heat each are 40. But arm mounts have bonus cooling when not fired all at once . Ck the tool tip for the weapons heat to confirm. Torso weapons should be full heat to start with ghost heat applying.
⊙ STORMCROW with ER/MP combo plus lots of missiles seems to vastly outperform it for me, I do have to watch my heat and aggro but range and armor allow me a lot of leniency when I'm outside 300 meters. CQB I've got 6ER+4MP+3SRM+armor so I'm good if I'm not already running hot. It's not hard to slow down and ease off the when heat critical, especially when enemies are in SRM range. ⊙ My personal favorite NOVA isn't laser spam. 2xER top arms, 2xMP lower arms, side arms nude + right torso 2x small ballistic weapons and left torso IIRC AMS and flamer (laser if you're tired of the visual disruption but it misses up close while chain firing the torso paired MG or MG/AC combo). ER lasers on top since they have more reach and heat, don't waste them clipping obstacles) Shreds in close, works decent mid range (and usually enemies avoid melee because of the extra weapons backing the 8x laser volley [one flamer by itself isn't a big deal but the AI will not stay in it and MG), extra armor and sinks keep it running hard as long as I stay on the move. It's wimpy outside 400 meters but it's *okay* mobility and flight close the gap well enough. ⊙ I really like to use the VIPER as it's REALLY hard to overheat and very fast with 4xMG and 5xER to volley fire, I use that like a FLEA from mercs and with STORMCROWs backing/flanking it's viable when running low tonnage. I don't stay in a VIPER though, it's really good but too squishy to not specialize in near glass cannon or drop firepower for armor and then it's a higher mobility but wimpy stormcrow and I could just use a generic NOVA..... so it raids areas, flanks, completes objectives solo, kites and chases tanks away from MAD DOGs and such.
The issue of evasion skill is the cost itself, if one wants to max it out, they'll have to play on expert instead of story mode (difference in points gain). Doable? Yes, but extremely grindy and not recommended during tutorial as the summoner is stock variant 😅
just do the same thing with Nova, 12 ER Small Laser, with rest being armor + dhs. You have a mech that can jump on top of fast movement that has more armor than assault and has literaly same firepower as Warhawk, albeit without the range.
I think your so called ghost heat has been there since MW2, it’s the trade off with alpha strike. Pretty sure it’s been like this for a while, part of the heat management. Where you have to think of the trade off.
There is a row at the top of the Weapon Group Menu without a number. By selecting it, you'll see a circular symbol in it. That is chain fire ON. Make sure you press Spacebar to apply it.
@@KnightKnowledge and chain fire just means each click shoots only one of the weapons in that group instead of all at once? it doesn't "cycle" to the next weapon group or anything?
Yes there is ghost heat, but alpha strikes do more damage over doing 1 weapon at a time as well, risk reward sit. Also if you hit the O key to override you can still fire weapons, but cooking your mech as well, a berserker means if you are in the heat of battle.
he had to remove to make tonnage available due to his loadout. depending on the heat management of his loadout it might have been better to loose a laser vs the heatsink.
This^ and it was more a demonstration for any mech that has the bulk of their weapons in their arms: to make room/sacrifices (however you like) and add armor.
The way I understand ghost heat is that your mech dissipate a constant amount of heat per second. If you fire one laser, it dissipate the 6~7 heat at the same time it is generated. When you fire 2 lasers, it generates 12~14 heat (2*6~7), but still dissipates 6~7 (the amount of one laser), so you end up with a 6~7 build up. When firing 4, you end up with (4*6~7) generated minus 6~7 dissipated (which adds up to 18~21), and 8 lasers (8*6~7) - 6~7 which comes out to 42~48 heat.
Ghost heat is a mechanic in Mechwarrior Online (MWO, 2012). Mechwarrior 4 (2000) used a size limitation for weapons as balancing mechanic: player could not switch a medium weapon like a Medium Laser with a large weapon like the Particle Projector Cannon (PPC). Fans begged PGI to use a different system for MWO so they can put 3 PPCs in any mech with at least 3 medium hardpoints and enough tonnage to mount those weapons to oneshoot every enemy.
And then PGI used that systems, players began to complain that they got oneshooted by other players with 3 PPCs. So PGI nerfed the heat generation. One PPC does 100% heat as listed, two PPCs create each 100% heat at listed, 3 PPCs do each 1xx% heat at listed. So the heat produced in MWO isn't linear for each weapon, it increases if a players fires to much of the same weapon in a short time.
Sooooo basically Clans does a Real Time implementation of the TT system MUCH better than Piranhas previous titles yet people hate it *sighs*.
@@mariotomazzoni6523 But from the OPs post thats not whats happening. Whats happening is much more in line with TT rules done in Real Time. Your mech has X capacity before building heat, you go over said capacity so thats what the heat buildup bar shows, just like the TTs heatscale. Then if you dont fire for a few seconds, another TT round, the heatsinks take away the overheat and your back to zero.
Seems cause GH is in MWO that people ASSUME its GH without looking into it. Also didnt pay attention to the video but if it scales linear, aka firing another X adds exactly the same amount to the bar as the last then its not GH, GH was a spike ONTOP of the weapons fired.
@@memnarch129exactly ghost heat comes from nowhere (that’s the ghost part) this is just normal weapon heat
0:55 Actually much more optimal solution is to remove the Double Heat Sink and replace it with a ton of armor. I think the variant i run has 1 ton of armor on all location except head and legs, 12 ER Small lasers and rest is just heat sinks. I currently am doing heavy mech missions with that loadout just fine. Probably have to switch this build with Gargoyle with 14 ER SL when i unlock it. Much more armor, more damage, same speed.
4:40 The difference you cant notice because you do not understand how heat mechanic works with lasers. Lasers, during their firing time, add specific Heat Per Second debuff on your mech instead of adding instant heat like ERPPC. So when you are firing single ERML, since your HPS is barely able to go above your constant Cooling per second (modified by Double HS), it barely goes above 0 with just 1 laser. But if you fire 2, when you are firing, your generated heat per second goes far higher than cooling per second. Hence the wild jump. Since we also have cooldown on top of all this, if you have enough DHS, your mech will be cool enough to alpha everytime weapons go off cooldown. If you wanna confirm this, use ERPPC, and Alpha 4 of them on warhawk, then compare this with 2 of them. Since With ERPPC, heat gain is instant, heat jump will be more or less double.
In many case your line of fire for some weapons might be blocked on one side or an low obstacle. So use more than 2 fire groups and assign weapons by side. For example: left arm weapons left mouse button, right arm weapns right mouse button, left torso weapons x button, right torso weapons y button, high mounted torso weapons z button. With that you can fire still those weapons that are not blocked. That also allows to use partial cover while firing.
@@mariotomazzoni6523 this was the first Mechwarrior game where I realized the firing angle of the arms is superior to the torsos! With all these boss fights, you definitely need to be able to get those sharp angles!
Yeah I just did some testing and there is maybe a TINY bit of GH but not much. Tested LPLs on the firing range, made sure at 0 heat for each test. Tested manual single fire, chain fire, and all at once with 3 LPLs. Results where 33 Chain, 31 manual single, 30 all at once. So there is a TINY bit of GH but not really enough to effect your DPS in single fights. Also you do have movement heat like TT, positioning my Exe it was generating 4 heat by itself, but I did tests at a stand still.
Also Ive found you need to get targets down ASAP, DPS/Brawling is a BAD idea as the later missions are long and drawn out with lots of enemies. Longer you leave them alive the more damage they do to you and your Star mates. Single volley high damage alphas are what you need late game.
Don't increase only the armor on the arm, increase also the front armor on the side torso. If the left side torso is gone you will also lose the arm at this side. Some mechs have huge side torsi, for example the Timber Wolf / Mad Cat due the big missle launcher boxes.
@@mariotomazzoni6523 normally I'd agree, but in my playthrough, I've never seen a side torso lost before the arms. Those Spheroids are considerate that way 🤔
I think it's opposite. 8 m lasers at 5 heat each are 40. But arm mounts have bonus cooling when not fired all at once . Ck the tool tip for the weapons heat to confirm. Torso weapons should be full heat to start with ghost heat applying.
ER Smalls and or Medium Pulse lasers are your best friend. Nova is Easy Mode followed by Timber then Dire.
⊙ STORMCROW with ER/MP combo plus lots of missiles seems to vastly outperform it for me, I do have to watch my heat and aggro but range and armor allow me a lot of leniency when I'm outside 300 meters. CQB I've got 6ER+4MP+3SRM+armor so I'm good if I'm not already running hot. It's not hard to slow down and ease off the when heat critical, especially when enemies are in SRM range.
⊙ My personal favorite NOVA isn't laser spam. 2xER top arms, 2xMP lower arms, side arms nude + right torso 2x small ballistic weapons and left torso IIRC AMS and flamer (laser if you're tired of the visual disruption but it misses up close while chain firing the torso paired MG or MG/AC combo). ER lasers on top since they have more reach and heat, don't waste them clipping obstacles) Shreds in close, works decent mid range (and usually enemies avoid melee because of the extra weapons backing the 8x laser volley [one flamer by itself isn't a big deal but the AI will not stay in it and MG), extra armor and sinks keep it running hard as long as I stay on the move. It's wimpy outside 400 meters but it's *okay* mobility and flight close the gap well enough.
⊙ I really like to use the VIPER as it's REALLY hard to overheat and very fast with 4xMG and 5xER to volley fire, I use that like a FLEA from mercs and with STORMCROWs backing/flanking it's viable when running low tonnage. I don't stay in a VIPER though, it's really good but too squishy to not specialize in near glass cannon or drop firepower for armor and then it's a higher mobility but wimpy stormcrow and I could just use a generic NOVA..... so it raids areas, flanks, completes objectives solo, kites and chases tanks away from MAD DOGs and such.
The issue of evasion skill is the cost itself, if one wants to max it out, they'll have to play on expert instead of story mode (difference in points gain).
Doable? Yes, but extremely grindy and not recommended during tutorial as the summoner is stock variant 😅
@@remanscimitar I played on normal difficulty and was able to max it rather quickly and by end of game had 4 points in nearly all skills. 🤔
I'm running stormcrow with 3 to 4 m laser srm6 2 double heat sink 10 armor pods for a overall of 770 armor
That's a lot of armor, very impressive!
just do the same thing with Nova, 12 ER Small Laser, with rest being armor + dhs. You have a mech that can jump on top of fast movement that has more armor than assault and has literaly same firepower as Warhawk, albeit without the range.
I like that 2 UAC20, 3 ERLL Dire Wolf. I haven't unlocked it yet but that is the same build I want to do.
First time ever using the UAC20 slug.. amazing weapon for spike dps
5 x LB 5-X AC, fired consecutively as fast as you can... trust me bro.
I think your so called ghost heat has been there since MW2, it’s the trade off with alpha strike. Pretty sure it’s been like this for a while, part of the heat management. Where you have to think of the trade off.
I don’t really understand how to configure chain fire in the weapon group menu.
There is a row at the top of the Weapon Group Menu without a number. By selecting it, you'll see a circular symbol in it. That is chain fire ON. Make sure you press Spacebar to apply it.
@@KnightKnowledge and chain fire just means each click shoots only one of the weapons in that group instead of all at once? it doesn't "cycle" to the next weapon group or anything?
@claygerrard the former. You can actually press and hold the fire button for chained weapons and it'll fire one at a time like the video shows
I opened this to get tips but I think I'm getting spoilers instead. Wolf's Dragoons?
nah nah, you're just seeing what you want to see!
Chain fire & Ghost heat huge help! Thanks
There’s no ghost heat in this game though that’s only an MWO mechanic
I think "ghost heat" was even a documented thing by Piranha games as part of mercs.
Samantha? I have Mia and Naomi? Which build is this?
@@crisguycabs it's much later in the game 🤐
Yes there is ghost heat, but alpha strikes do more damage over doing 1 weapon at a time as well, risk reward sit. Also if you hit the O key to override you can still fire weapons, but cooking your mech as well, a berserker means if you are in the heat of battle.
I just experienced Ghost Heat so yes I'm a believer. Lol
You're right about ghost heat.
The naysayers are akin to flat-earthers lol
You don't need to remove lasers, you can move heatsinks to the torso and get free slots in arms
he had to remove to make tonnage available due to his loadout. depending on the heat management of his loadout it might have been better to loose a laser vs the heatsink.
This^ and it was more a demonstration for any mech that has the bulk of their weapons in their arms: to make room/sacrifices (however you like) and add armor.