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Gauss Variable Charge Poll


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Poll: GAUSS VARIABLE CHARGE (97 member(s) have cast votes)

Would you like to have a variable speed/charge Gauss Rifle.

  1. Yes (15 votes [15.46%])

    Percentage of vote: 15.46%

  2. No (82 votes [84.54%])

    Percentage of vote: 84.54%

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#1 VikingN1nja

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Posted 26 September 2014 - 10:14 AM

Hi

This is my suggestion to reignite the Gauss as a multi purpose weapon.

Tapping as normal fires a slow speed Gauss bullet with more heat and as the charge goes up so does the projectile speed then running at better/optimal efficiency.

In theory one normal tap would be slightly faster than an AC20 but slightly cooler and obviously less damage up close.

Then for sniping full charge is needed to get maximum speed and cooling efficiency.

It would make old builds on Highlanders/Dragons even on an Atlas more viable and for those who just like to use Gauss on brawler mechs.

:wub:

Edited by omegagun, 26 September 2014 - 10:23 AM.


#2 WonderSparks

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Posted 26 September 2014 - 10:25 AM

This sounds a lot like how the Gauss Rifle worked back in MechWarrior 3050 for the SNES.
...Except back then it also blew up a small area around the impact site. A totally different weapon...

*ahem* I voted "no" because I just do not think the time will be taken to make the change. :ph34r:

#3 Tarogato

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Posted 26 September 2014 - 10:29 AM

The charge mechanic itself is unprecedented in BT/MW. To add to it would be a further complication and increasingly lore breaking. Not to mention that the rifle should actually generate more heat the longer it's charged, since we're basically charging up the capacitors and converting the stored energy to momentum. Shorter charge, less energy moved, less heat.

A mechanic that I wouldn't be opposed to though is auto-charge. You can auto charge the rifle and leave it ready to fire for a extended period of time, but the longer you wait the more heat you generate. (to the point where it's annoying to keep the thing charged for more than 2 or 3 seconds because of the overload, but plausible if that's what you really want to do.)

#4 Modo44

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Posted 26 September 2014 - 10:34 AM

No. Take a Gauss, or take an AC20. One weapon to rule them all is a dumb idea.

#5 Xyroc

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Posted 26 September 2014 - 10:41 AM

Though interesting Idea I dont think its needed IMO. I find the gauss great mid / long range

short range well it serves its purpose when I'm over heating and cant fire the lasers

#6 Snowseth

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Posted 26 September 2014 - 10:47 AM

Modo44 is right on, I think.
So I voted No, because each weapon should fill a role. Having a variable charge time would make the Gauss fill ... well ... every ballistic role.
That would not benefit the MWO weapon ecology.

#7 Haydin

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Posted 26 September 2014 - 10:53 AM

No. The AC20 is an amazing brawler weapon, and the gauss is an amazing sniper weapon. If you want a mix, you've got the smaller autocannons. If the gauss does everything amazingly then you are making it too strong AND hurting weapon diversity.

It's okay having stuff in a game that are EXTREMELY good at one thing, but it HAS to be weak in another area. That's how you create interesting balance.

#8 CarnageINC

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Posted 26 September 2014 - 11:27 AM

Logged in just to say no to this bad bad idea ^_^

#9 Monky

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Posted 26 September 2014 - 11:37 AM

So long as you also get reduced damage I'm fine with it. It wouldn't really be a 'good' idea, just a new mechanic to the weapon though so I don't see much gain for how the game plays.

Part of what makes MWO interesting is the tradeoffs you have when building a mech, do you take the AC20 for the point-blank instant damage or the Gauss that takes a little more finesse and has better range/faster projectile?

Trying to restore the Gauss to the omni-gun it used to be isn't a smart way to tackle it, but I understand, people like their AWP's in counterstrike, of course they'll like their insta gauss in MWO.

Edited by Monky, 26 September 2014 - 11:37 AM.


#10 StalaggtIKE

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Posted 26 September 2014 - 12:08 PM

I voted no. It already fulfills a role, sniping. For close range brawling you have the AC20. If you want something in between you have the rest.

#11 SGT Unther

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Posted 26 September 2014 - 01:05 PM

I say no, if you want a brawling Gauss just wait for the Heavy Gauss Rifle. It does 25 points of inside of 180m IIRC and reduces as the range increases.

#12 Mazerius

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Posted 27 September 2014 - 01:45 AM

The current charge mechanic is fine even though it makes little sense( the reason the gauss rifle explodes when damaged is its always charged and ready to fire ) its just a balance thing. But as others have said if you want to brawl use an ac 20/10 if you want to snipe use a guass/ac5, though you can still brawl with the latter 2.

#13 XphR

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Posted 27 September 2014 - 02:55 AM

What Gauss needs is the minimum range mechanic that c-lrm has(I believe this was also meant to be used for standard PPC{but for different reasons than Gauss}).

Point blank its billets got punch, but has not been molded in flight yet into the violent javelin of hate it becomes down range. But I guess thats a different tale all its own.

#14 VixNix

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Posted 29 September 2014 - 08:34 AM

No thank you.

way to many people single shot me in my raven with dual Gauss as it is... take away the CD and it will be horrid.

#15 XphR

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Posted 29 September 2014 - 02:16 PM

Why are you standing around in front of dual gaussers in a Raven?

#16 VixNix

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Posted 30 September 2014 - 03:27 AM

View PostXphR, on 29 September 2014 - 02:16 PM, said:

Why are you standing around in front of dual gaussers in a Raven?


mostly running by behind them and don't get into cover fast enough

occasionally I take one to many peeks to snipe...

Honestly, why there isn't a hard stop at 1 gauss per mech idk.

#17 D34DMetal

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Posted 30 September 2014 - 12:55 PM

Very interesting concept, and I like it. But I really wish the gauss rifles didn't even have the charge mechanic in place from the get-go. Your idea definitely addresses the charging mechanic giving players a choice between instantaneous fire/charging. Something to maybe think about is that the other weapons in the game lack such complicated mechanisms...

#18 XphR

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Posted 01 October 2014 - 09:44 AM

View PostVixNix, on 30 September 2014 - 03:27 AM, said:

Honestly, why there isn't a hard stop at 1 gauss per mech idk.


Because that would be silly.

#19 VixNix

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Posted 01 October 2014 - 11:02 AM

View PostXphR, on 01 October 2014 - 09:44 AM, said:


Because that would be silly.


As silly as an electromagnet blowing up?

#20 XphR

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Posted 01 October 2014 - 11:51 AM

View PostVixNix, on 01 October 2014 - 11:02 AM, said:


As silly as an electromagnet blowing up?

Much much more so. Catastrophic failure, whats so silly about that? Now a catastrophic failure to an unpowered electromagnet, thats silly. But still not as silly as a hard cap of one gauss.





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